I’m trying to figure out the best angle to attack this problem. I eventually want to come up an aiming system like most FPS games have and that is on the shooter example. Only, I’d rather keep it all in blueprint. Any ideas on how to attack this problem?
In most FPS games, its just an animation that lines the gun up with the center of the screen and changes to FOV.
So going by that, its less of a blueprint/C++ thing, more of an animation thing.
You could ignore that and move the mesh component instead.
Sweet that is easier than I expected XD Where would I find the parameters to “zoom in” the perspective camera a bit?