I’m trying to set up some improvements to the camera system in a basic third person project. I’ve removed the spring arm and I’m trying to figure out how to define a set of positions and get the camera to ‘interpolate’ between them.
Right now though I don’t actually understand where the camera is in the game. It just seems to follow the player when it moves, but there is no physical camera object that I can see.
I’m trying to understand how the character.cpp and character header file are controlling the player. The only thing I can think of is that the class UCameraComponent* FollowCamera; in the header file must be the camera, and I can some how find some way to use it to manipulate the camera using this.
I was thinking that I can call FollowCamera from character.cpp and access a function on that component to change the position, however I’ve looked at the functions in the UCamaraComponent documentation and they don’t look very helpful for what I want to do, I don’t know if this is the correct way to go about this?
Also any time I try call code like this: FollowCamera->Activate(); in the character class it just crashes and gives me a ‘Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000’