The following code rotates my camera to the left as if you’re turning your head to your left.
if (Input.GetKey(KeyCode.Q))
transform.RotateAround(transform.position, Vector3.up, -90 * Time.deltaTime);
How do I do this in UE4 blueprints?
The following code rotates my camera to the left as if you’re turning your head to your left.
if (Input.GetKey(KeyCode.Q))
transform.RotateAround(transform.position, Vector3.up, -90 * Time.deltaTime);
How do I do this in UE4 blueprints?
Okay, I figured it out, but can someone show me any ways to minimize the amount of nodes I used? Is there a more official or proper way of rotating the camera to it’s left or right? Maybe something built into UE4?
Also, if I’m making an RTS style camera, is there any benefit of using a spring arm?
is a better way. You can use add controller input- or you can use add relative rotation. Since these are additive you don’t need to use the existing rotation. You also can use the select node rather than the branches. Be sure to multiply by delta seconds! Also, whoops! Didn’t replicate the result you’d get from your version. Oh well, this should still push you in the right direction.