Hi, as someone who works on cameras and camera motion, not be able to modify camera data live when the game is running is not ideal.
Having camera data kept as a animation blueprint would allow people to make modifications live while playing the game. I don’t suppose you can reconsider how you’re handling camera shakes to improve workflow.
Also, with the current BaseCameraShakes setup, if you change the type of shake:
Say go from testing a Wave Oscillator to Perlin Noise and then want to go back to what you were doing with Wave Oscillator, all your previous data changes are lost. That’s very unfriendly to an itterative process.
Okay apparently the Camera Shake Previewer is now under Windows → Cinematic->Camera Shake Previewer
But I’m not seeing any way to hook up to a blueprint camera shake, which again limits fast iteration if you can’t change a shakes parameters while the game is running.
I’m sorry, the title is a bit confusing, do you want to expose these values and be able to make sets? that is? so you could try different values with the game on.
Additionally, you could leave the values saved in other variables.
While the game is running (and preferably you setup a test case that has the camera shake playing over and over), you want to live edit data values so you can “See the change” and iterate quickly.
If the camera is treated as a character and has a rig, you can set up animation blueprints which allow for live editing. I personally think that’s the direction Unreal 5 should be going as a default camera.
Yes, if you have a set number of specific shake patterns, it should by default save said values, so if you are testing/changing which type you’re not losing data by experimenting. Yes, you could manually setup variables, but I’d argue you shouldn’t have to do that (That’s not intitive to the end user).