Like this: ThirdPersonPractice Unreal Editor 2021 09 18 20 48 53 - YouTube
Added arrow for visual reference. What I did was inverted character’s forward vector and subtracted/added each arrow with the angle I wish my camera to be active. Right checks if camera’s yaw is < than arrow position whie left checks the same but >.
As long as one is true, I know camera is withing range behind character, if both are false, then camera is out of range. You can tell on what side the camera is by comparing and selecting shortest angle.
Each arrow knows if camera moves behind it and the allowed camera range is set to a single variable. From here it’s easy to add logic that limits Turn event from exceeding the arows.
This updates on character movement, no tick events.
I’ll try and comment what I did… it’s not that organized lol
This is everything.
Hope it helps… this was way more fun than I expected it to be!