Hi, I’ve created a rolling ball game from a blank template (Didn’t care much for the template example methods). Set the spring arm to absolute rotation to prevent it from rolling with the ball. Added view controls to the extent that you can pan left and right 360 degrees and also zoom in and out to a certain distance. I’m using add force in accordance with world rotation so the cameras forward view is the direction forward force is added.
My problem occurs when I begin to climb a steep hill, or a 360 degree loop is really my goal. At one point the hill or loop becomes too steep and the forward force tries to propel into the angle rather than up it, because the camera direction doesn’t update according to my angle of movement and I can’t figure out how to get it to do so.
Ultimately I’d like to be able to complete a 360 degree loop while maintaining a third person perspective even when upside down. Any help would be greatly appreciated.
This is what I’ve come up with so far, though I’m not sure if it’s the best way or if it’s all even necessary. Using line trace to detect an angular change and then re-factoring the values to set the spring arms pitch. This works Excellent after setting the spring arm to enable camera rotation lag. However, this is obviously only going to work when approaching an upward angle. Once the ball reaches the top portion of the loop the camera flips the world upside down and it remains that way even after completing the loop.
I’m using the line trace to determine an angle and have a -20 pitch value restored when no angle is detected but the world is still inverted upon completion of the loop until I fall off of a ledge.
Breaking my blueprint in half so it can be better viewed. I’m also calling this on every event tick.
hi, i’m trying your solution but i don’t understand where you connect first input LineTraceByChannel. I have copyied all the rest but the camera doesn’t change, i’m new with ue so please can you help me?
Thank you