I’m trying to put CameraShake on the whole map, but it only works when it passes over the icon, that is, when the character passes over a certain area where the object vibrates, try putting it in the PostProcessVolume and in a Lock Volume with FortCameraOnly, and increasing the size of this greater than the map, does anyone know how to achieve this?
Now the solution I see is to duplicate this object all over the map so the camera will always be vibrating but it doesn’t seem the most efficient, thanks.
There is a camera function: camera shake base which you can use for camera shaking.
If you want a shake to be persistent all over the map, you can use post process volumes and a shake material. In the post process volume you can set it to infinite extent which means that it will continue for the entirety of the map.
Yeah, that’s just what I already tried, the first picture is my BluePrint class, where I put 999999.0 in LOCATION Amplitude Multiplier and LOCATION Frequency Multiplier assuming this would cause it to widen the range in x,y,z coordinates which has the value of 1 , even changing these values separately at each coordinate but it didn’t work, and the second image as you mention, in the PostProcessVolume my CameraShake class is enabled, as well as the Infinite Extension option, which although it works perfectly for other things on the map like colors, shadows, etc. not for that situation, or maybe I’m missing some value, thanks.