I have a small issue with my camera component not properly moving with the socket when my character plays an animation. It is parented to the socket and the animation does play, however the mesh clips through the camera and the camera just stays in place. If anyone can help please let me know.
Is it a root motion animation? Please provide a screenshot/movie with viewing collisions enabled and your setup
It is not a root animation, I have a spot light also attached to the socket (its actually a child of the camera) and it works just fine. Here’s a link to a video of it:
ah, now I understand a little bit better. but is your problem the clipping from the mesh when animated? if so just move the socket or camera a little bit forward or hide the mesh in FPS mode (you can show it in network on others, but hide it on your own client). if you want to see the feed, maybe make the head a seperate mesh you can toggle visiblity. but what do you mean by “the camera stys in place”? rotation lookup up/down seems to work. or do you want it to move up/down with your head animation like a head bobb?
I want the Camera to follow the head when it attacks, moves etc. The camera doesnt seem to be affected by the bone/socket at all, just the controller rotation.
I just figured it out. You simply just have to turn ‘AutoActivate’ off in the cameras detail panel.
Check “use pawn controll rotation” in Camera Options, does it make any difference? sorry, I can’t really help without nowing how you put things together. like how is your skeleton, how is the input handling etc. I would suggest open a new third person example template, add a camera parented to the head of mannequin as FPS and try to test it there, because i know for 100% it is working there. the idel animation should bob the fps cam around.