Hi, is it possible to control a camera’s settings (eg. aperture, shutter speed, gain, focal length, etc) with sliders in the UI during gameplay? Thanks!
Yes, you basically use a post process volume, it give you access to all this.
You can control the PP from blueprint.
Is this the level camera, or one in a BP?
Thanks for your reply.
I was thinking of the level camera, but would it be easier to have it in a blueprint?
I am just getting started in UE, so would appreciate your advice too on how to go about setting up a blueprint to control the post process volume. Thanks.
It is a first person camera.
Basically I would like to have a camera that the player can make adjustments to, pretty much like what a real cameraman would need to do. As he move around outdoors or indoors, if the scene is too bright or dark, he would need to adjust the aperture, etc.
When you say ‘level camera’, can you be more specific? Is it first or third person? Do you mean the player camera?
So you can use the camera in the first person character, or you can use a camera actor placed in the level, or a BP containing a camera placed in the level.
In the character, if you click on the camera, in the details you can see the stuff you’re talking about:
If you’re controling the camera in the character you would have custom event in the character like:
but this is generally applicable. If you can’t find the parameters you want directly on the camera, then you need to include a post processing volume which gives you a lot more stuff, including exposure parameters.
The way you talk to camera an PP volumes is a little odd. You have to make a ‘make post process settings’ node, and tick the stuff you want set in the details:
You can then tinker with those and send it to a ‘set post process settings’ node, like I did in the eariler picture.
I’ll give you some more advice, if you come across a specific problem.
Thank you for your advice! And the screen shots are helpful.
Still trying to figure out how everything works, so yes, I’ll play around with it first and see how it goes. Will probably need to consult you again!
Thanks again.