I’m fairly new to UE4 (obviously) and I am still trying to successfully switch over from Unity. I am currently working on a “game” where I basically have a plane flying around in the scene which is animated in 3DS MAX and then imported as a skeletal mesh (as this is the software the rest of our team is using).
I need to get the player camera to be sort of parented to the plane so that we can always look around from the cockpit (very much like a motion ride type of system).
It seems like it should be an easy task, but I just don’t know where to start. I tried placing the camera on the animated plane on every tick, but that looks really bad and jittery. I can export a camera to matinee, but I am not able to import the skeletal mesh. I’m probably just missing something, so any help would be greatly appreciated.
Thanks in advance!!
Inside a Blueprint, you can parent a camera to a skeletal mesh and even specify socket it’s attached to.
Is this what you are referring to?
thanks for answering. Basically this might be what I am looking for - I guess! Now I just need to make THIS camera my actual cam and allow me to look around.
I will play around with it a bit and probably come back with even more questions
Cool, let us know. If you are using one of the starter templates, the camera attached to the Character Blueprint will be the default camera so you won’t have to do anything else.
Just wanted to drop in and thank you! I think I was just thinking in the wrong direction. Anyway, your solution worked like a charm!
The only thing I’d wish I could do is create my character and then add an animation, but instead of animating him in Matinee, I’d like to import a baked path animation from Maya and have the character (or in this case the plane) follow the animation in Unreal!
But for now I’m happy! Thanks!