I have been trying to implement a kind of custom camera lag because the default doesn’t do exactly what I want.
For example in a vehicle, when going down a hill i want the camera to stay steady until a certain roll/pitch limit, then interp to parent rotation once the limit is hit.
I have it set up, but the way I do it causes gimbal lock when flipping, even when using quaternions I can’t get around it, is there more simple way to achieve what I am wanting? (An example would be the way cyberpunks vehicle camera works).
I played around with the both level sequence and actor sequence and I am lost, I didn’t even know it was a thing until you mentioned it, but I looked up some tutorials and they are all about using it with entire actors and I couldn’t find a way to transform a component only.
Do you know a way of using it to only transform a component of an actor or if it only works with actors?
Sequencers are made to create animations. Your goal for this is pretty much simple to do with the sequencer. It works similarly to any 3d software like Maya or Blender. You add the specific component you want, for instance, your camera. Then, you can use the keyframe to make it moves however you like. Since, you are using character’s camera component, it’s best to use actor sequencer for this.
Edit: I got it worked out exactly like I wanted and with likely better performance this way, just needed to learn sequencer and it’s functions a little more.