In the fighting game i use a lot of camera animations.
One of them is idle camera animation which makes some little “breathing” effect.
Also i have a lot of camera animations for different hits.
Each camera animation is wrapped by camera shake to make it easy to tune up blend times.
I use shake lenght == 0 in all animations and all shake parameters == 0.
Camera animation is setted, scale == 1 and blend times == 0. Tried to set 0.05, 0.3 and bigger… i don’t see any changes in 4.13.1.
Earlier i used UE 4.11.2 and it was fine. But now i moved to 4.13.1 and for now i have some problems.
I have a lot of problems with FOV which was’t in 4.11.2.
I have different FOV for different fights. But i have same camera animations. So i need to animate camera relative to current FOV.
In 4.11.2 camera FOV was restored at camera animation ends. In 4.13.1 - not. Seems it was relative and now - not.
For example - fight FOV is 55 degrees. Camera anim changes fov - 60, 90, 60. After shake ends i have 60 degrees on main camera.
Can i restore FOV smoothly independent of initial value? I mean to FOV before animation. I see that in 4.13.1 i can make fov animation relative. But i don’t see that it works.
Another problem - is… hmm… after camera anim ends… time to time FOV changes even if animation have no FOV track… i logged all chakes run and i see that not not than one shake plays in my app.
Idle shake starts after any shake ends. So i have infinity loop of idle which could be overrided by any other shake.
How can i prevent FOV changes at shakes ends?