Hi everyone,
I’m working on a project with a top-down view and third-person movement using an orthographic camera in Unreal Engine. I’ve encountered an issue where the camera’s position and rotation behave unexpectedly after switching characters.
Setup:
- Character Blueprint: I’m using the default Third-Person Shooter (TPS) character blueprint. I disabled camera yaw and pitch to lock the mouse rotation.
- Camera Boom: I adjusted the CameraBoom’s offset to elevate the camera’s position.
- Camera Rotation: I manually rotated the camera to ensure it faces the player directly.
- Movement Input: To align the WASD keys correctly (due to the camera rotation), I added an offset to the ‘AddMovementInput’ in the TPS nodes.
- Character Variants: Created multiple child blueprints of the TPS character for different player options.
- Character Switching: Implemented character switching with the ‘possess’ node, which is triggered by a key press.
Problem: The camera’s position and rotation work correctly as long as I don’t move any characters. However, if I move a character, switch to another, and then switch back to the original character, the camera’s position and rotation are incorrect.
Has anyone encountered a similar issue or have suggestions on how to maintain consistent camera behavior when switching characters? Any insights or advice would be greatly appreciated!
Thank you in advance!
Blueprints:
Screenshots:
Video Source:
https://youtu.be/waW1yLh-o5E?si=HqE15cjnqAIf4iVs
https://youtu.be/rRH_ABoAZck?si=JFm2F6RkaNKVy1P2