Devil May Cry style lock on

HI, first of all I’m very new to Unreal, and I don’t really have c++ experience so I’m using Blueprints.

Now what I like to be able to make is a DMC 5 style lock on where once locked onto an enemy, the camera keeps both the player and the enemy in the screen while still allowing the player to rotate the camera around them.

Most tutorials are on making a souls style hard lock on where the camera goes behind the players and locks there. Even the ones that says it’s a dmc style lock on.

I was able to make a system where the camera locks onto the midpoint between the actors and moves in and out depending on the distance of the actors which keeps them in screen at all times but the camera is locked and now it’s like I’m basically playing a 2.5D fighting game like dead or alive.

I’m not looking for an in-depth guide or a tutorial but anything to point me in the right direction.

Thank you.

I don’t really think there is a fundamental difference between DMC and Souls lock.
The lock is actually as hard as it gets - you attack your locked target. There is no “half locked” enemies.

The only difference I can see is that the camera rotation is “lazy” on DMC and it takes some time to center the enemy on the screen.

The “other thing” is that the camera is not so much attached to the player character either - fast movements can get your character move left/right on the screen.

So my proposition is: Make you lock on system following any tutorial but try to make it camera independent. Then look at your game from another camera that lazily tries to match the position and rotation of the camera in the character.

1 Like

So I combined the… “other thing” you mentioned with the system I had and I think I got it to a good level.

I added a cube collision with no collision (not sure if that’s the way to do it), which is placed between the mid point and parented a seperate camera to that, which will give me a somewhat good location where i can see both the actors. Then I just switched the camera controls from the… controller I think, to the cube so I can rotate that around, which kind of give me the freedome to rotate the camera while still having the player actor looking at the enemy and always have both the actors in the screen unless I go almost at the end of my lock on range.

There are still things that needs to be improved like right now I just deactivate and active the 2 cameras when locking on which kind of makes them jump… I mean they are in two different locations with no blending. i think I should make the lock on camera a completly seperate blueprint (I think that’s what you meant) and use the blend to camera thingy. For now it’s at a stage I’m happy.

Thanks for the help.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.