@ClockworkOcean Massive thanks for helping out and, most importantly, restoring my faith in UE5!
yes, thanks everyone for the help! Really appreciate it!
Just to add a bit extra:
Width / Height offset adjust to the length of the SpringArm keeping its origin always in view in an effort to remove the guesswork of adjusting the values if the length changes… Also added to limit the pan based on %.
How could I adjust the implementation to account for camera rotation?
I have the implementation @pezzott1 provided in their latest comment working in my solution. However adding camera rotation breaks the camera following the mouse. Instead, when the camera is rotated 180 degrees, the controls become inverted, and the camera instead moves away from the mouse. Any ideas on how to account for this?
Hmmm, how would I implement this into your previous solution?
I tried adding these two new multiply nodes but it does not have the desired effect. Also I need the camera to move along the X and Y axis as I am using a much more top-down view then you are, and the Z axis will give the effect of zooming the camera towards the player instead of moving it up/down along the screen.
Edit: Updated image code and video as I had made a mistake in implementing the multiply nodes. However it still does not have the desired effect.
Remember this is being set in relative space. Since the camera is always looking at the origin of the spring arm it should behave like this:
X → Move towards / away the spring arm origin.
Y → Left / right relative to spring arm yaw.
Z → Up / down relative to spring arm pitch.
What I did with the math above was bascially a right triangle using the spring arms length and used the FOV to calculate the distance from the spring arm origin to the edge of the viewport.
I can dedicate some time later to adapt it.
I can dedicate some time later to adapt it.
If you could that would be awesome. I’ve been struggling trying to adjust the implementation the last few days with no luck… mostly because I don’t understand a lot of the math that is going on. Thanks for all the help!
@pezzott1 Works great, thanks so much!
I added an interpolation to smooth the camera a bit and its exactly the result I wanted. Here’s that code incase anyone needs to reference it in the future.
What is the X and Y called in the blueprint. Mine does not look like that when I make it?
Right click on the pin and choose ‘split pin’.
Hello, thank you very much for sharing and for the support. Can you please explain how to achieve this Niagara effect? I have achieved similar effect with decal, however, it can not be controlled well. Idea will be to use Niagara Circle/Ring from VR template to recognize NavMesh surface, or at least to recognize floor. Any help will be much appreciated. Thanks.
Thank you very much for the response, the system is working now in our project. By default the FX_Cursor is showing when clicked on all scene objects, is there a way to limit it to show only when clicking on the floor mesh. Any advice will be helpful. Thanks.
You have to edit BP_TopDownController. The player movement relies upon
You’ll need to change it to something like
and give the floor block the tag ‘Floor’.
Thanks a lot! We have completely different Game Mode but it worked with your advice. Thanks again and have a great day.