Camera lock spin problem

Hello there!

I’ve been working on a telekinesis ability that can control a traced target and can be controlled with WASD and the mouse using a Physics Handle Component.

Prior to adding a lock on feature for the follow camera to the object you’re moving; using the left or right telekinesis inputs would allow for the object to move and then stop moving when the inputs were released. Now with the camera lock on blueprint code I’ve added, the object continuously moves faster and faster unless opposite input is added to make it move the opposite direction.

If anyone knows any way to help fix this it would be greatly appreciated!

Grip Spin Problem

It looks like its looping with a tick event: box moves → camera adjusts → camera moves box → camera adjusts → etc.

You could have the box independent from the character entirely: on pickup → disable input on character → enable input on box actor → move the box and character just looks at → when release disable input on box | enable input on actor.

I should have mentioned that when I pickup the ability, the character input is no longer in use until the object is let go. I’m not sure how I would be able to enable input on the box actor, could you explain a bit more?

Like this. Basically allows the other actor to use input events.
For you this could mean thinking of it like getting into a vehicle:

  1. Disable input on character (Disable Input node)
  2. Enable input on traced actor provided he’s valid with it’s own movement logic (Enable Input node)
  3. When done: enable input on character and disable input on actor.

Something like this in the actor you wanto to move:

To get this result.
Object moves in a circumferance around the player.

But I’m warning you… this will requiere a bit of a dive into some vector math to get the camera to follow… :sweat:

… Or you could just attach actor to camera and use WASD to add to Actor Controller Yaw/Pitch.

1 Like