Hi i’m trying a fixed camera for my project. An issue i have is the character no longer moves in the direction i press. Does anyone know to fix this? Below is an example, i pressed A to move left towards the cube but the player moves in the wrong direction.
Hello @Mapesy,
Could you share some screenshots of how your camera settings are configured? That way, we can take a look and see where the issue might be.
In the meantime, here’s a post that might help:
So I’m using Ultimate Spline Camera System from Fab. I just bought it, and it’s quite in depth, so I’m not exactly sure what I should be showing you.
I checked the creator’s YouTube to see if anyone else had the same issue. On a comment that I think describes the same problem, the creator replied:
“You must add a condition in your Player Controller to keep the direction of your gameplay controller in the same direction as the current camera. If you don’t do that, you will have this problem with any camera (not only USCS) you place in the opposite direction.”
I’m not sure if that makes sense to you or if you know how I could try implementing that.
Here’s the documentation for the system, along with a clip of me going through some of the camera blueprints…
Are you using the movement logic from the Third Person template? If so, open the blueprint, go in the Move function, and replace both the Get Control Rotation nodes with Get Actor Rotation, and plug the static cam into the actor pin of that. Will need to make a reference var for camera on begin play or something. And would probably want to change that ref to a new camera via trigger when you walk into a new room.
Move func might look like this:
(may want to put the standard control rotation based movement logic on the not valid execution path as a fallback)
And a quick and dirty begin play to get camera actors:
Get 0 is always going to return the first cam placed in level, so if there’s more than one, you might want to get actors by tag and tag cams to get the one you want to start with. Or set static cam var on player from the level bp since it knows everything lol.
Hi, I’m using the Ultimate Spline Camera System for my cameras. I’m trying to do what you showed in the first screenshot, but I’m not sure how to put the cameras I’m using as the target for Get Actor Location. Here’s the short documentation on how i set up these cameras if it helps.
Using a new camera system like this has made things a lot more confusing for me since i’m still a noob at unreal, sorry about this.
Just found this post. A character's movements change based on the camera's positon - #9 by DreamBadger82 . This works in third person bp that’s used in the camera system project. But i just tried it in my AGLS project and it wont work.
Update
i added that code here and seems to work for keyboard! I tried controller in AGLS but seems to still have the wrong movements, but at least keyboard is good now i guess.
Assuming USCS is using the common method of setting view target, you should probably be able to query the current camera rotation like this:
Do same for forward bit just after that, only using Get Forward Vector instead of Get Right.
You were close withe the get cam manager part. You should have used get camera rotation directly from that, not the transform comp. Also, probably don’t want to branch off input direction, as then player won;t be able to move diagonally Just run the right and forward add movement input nodes in a line like my first screenshot.
Is this better? It works, doesn’t feel any different to what i had i don’t think.
The reason I’ve not done it in a line and stuff is because if you look at the second image below, that’s what the code originally looked like, so i don’t know if there’s much i can change about it without messing stuff up.





