drag the mouse to let a camera around an object 360 rotation

GM, Pawn and PC are in as Blueprints.
But how am i able to see the World Settings in GM and PC? I cannot drag/ drop these in the scene and i don’t see any World Settings after doubleclick?

Where shall i do what? Can’t event imagine how to combine this together… Where are these settings you are talking about? Do i have to drag the bluprints in the Perspective of the Editor or doubleclick them?

In the Level Editor Window:

Settings → World Settings. A new panel (World Settings) next to the Details Panel will pop up. Go down to Game Mode Override, switch to the one you created and then in Selected GameMode Drop Down Select them once you created.

The Pawn you can place in the world

Where did you find the “SET” / “CasttoRotatePawn” node?

http://www.digitalcoregraphics.de/clients/UE4/Pawn-Node.jpg

(this is totally overcomplicated if you ask me - how long does it take if you don’t know this!!! 1 year, 2? holy…)

You need to create that variable. All Variables in UE4 have a Get and a Set functionality. Most of the the Set and Get boxes you see in pictures are variables. So you can either go to the Variable Section to the left in the Blueprint Window, Click the Plus and choose the variable type of choice (your pawn for example). Or you can right click on every output node of a Blueprint Action and choose Promote To Variable, then it will get the same type as the output node.

Sorry, i’m too dumb for this… How to get that “RotatePawn” node? Where is it?

http://www.digitalcoregraphics.de/clients/UE4/Pawn-Node2.jpg

No Problem dude!

The PossessedPawn Variabel you should change its type to the PawnActor you created in the first step. I don’t know what you called it, but the variable type is the same as the name you choose for the Actor you created.

Then from the output node of “Get Player Pawn” you get the "Cast To [The Name you choose for Pawn Actor]. In my exampel i Cast to “RotatePawn” because the name of my Pawn Actor is RotatePawn as you see in the pictures above.

…I can’t figure out how this sticks together… Sorry. This is too complicated and i think you need a deep C++ study to know what is going on in UE.

This is what i got so far - and i do not understand it:

http://www.digitalcoregraphics.de/clients/UE4/Pawn-Node3.jpg

If your time is too precious to get me into this don’t worry.
Just tell me that the lesson is over now and we’re done, ok?
Doesn’t matter if this thread is solved.

I still believe that UE is just for a handfull of guys who are specialistst in c++ and coding.

But if you want me to understand how this impossible mission of “orbiting a camera” works: move on - I’ll try to get it…

No worries. For your information, I don’t know how to write a single line of C++ code and you don’t need to know any of C++ to be able to use Unreal :slight_smile:

But before you learn the specifics of Orbit Camera, you do need to know a little bit of Blueprinting. If you for example don’t know how to create variables and select the correct type, then everything will be very hard because thats one of the fundamentals of Blueprinting. I’ll recommend this series, it helped me alot in the begining:
null - YouTube

When you finished them my solution of the orbit camera will be quite easy to follow. I’ll gladly help you towards your goal, but I think you need to get some basic knowledge of blueprinting or else it will never quit being overwhelming :slight_smile:

…well, yes - i tried.

so. once again:

WHERE is “PossessedPawn”
to get this node (all nodes in my Setup are called the same as yours) to SET i need to “left+ALT - click it”. But i can’t find the f****** PossessedPawn - WHAT is this node and where does it come from? And why is it called like this and where? Did you name it like this? If yes: What was the name of this node before? WHY IS THIS SO COMPLICATED AND ABSOLUTELY ANNOYING!?

The 9 YT-Tutorials are nice and clear. But they really don’t cover what you are trying to show me…

So once again:

How do i get the look of the Event Graph identically to your Screenshot? Is this possible in my town or only outside of it? Do i have to relocate for this? What is the secret behind this?

http://www.digitalcoregraphics.de/clients/UE4/chaos.jpg

…and you have to admit it: UE is nothing you can learn. you can’t even teach it. either you get it or not.

(I am so frustrated over here. This software sucks in every way - i even don’t know why i ever tried it and wasted my time with this piece of total free nonsense. I really think they programmed this just to kill people and not to bring good developers to the point of creating games or content. This is such an awful situation that can’t be true - I NEVER experienced such a waste of time in my whole career as a 3dsMax Artist for over 12 years now.)

The PosessedPawn is a variabel I have created. So:

  1. Hit the Plus sign in the Variable list to Add Variable
  2. Name it whatever name you want, for example I named it “PosessedPawn”.
  3. In the Drop down list called Variable Type choose the Pawn Actor you have created. I can’t see what you have named yours, but if you named it equal to mine it’s called “Rotate Pawn”.

Now you have a Variable of type Rotate Pawn which is Called “PossessedPawn”. That you can drag from the Variable list in to the Blueprint Graph, choose Set or Get based on what you want to do.

Thank you for this short tutorial.
Another obstacle is your node in the RotatePawn Event Graph for the Rotation:

how to find this “+” Node with the “Add pin” on it? …

I just found it out this moment (also this wasn’t in the Youtube-Tutorials. Cheers Epic! Great!):

  1. drag a Connector onto the raster
  2. type “+” into the search field
  3. use the function “float + float”
  4. done

Why isn’t it possible to WRITE THIS DOWN somewhere, huh?!

Moving on…

Hello.

The “+” is a Add Action and if you right click on the Graph you can find in under the category Math → Float or you can Right Click in the Graph and hit the “+” key on your keyboard and it will sort based on the search.

For an even narrower search you can click on a output node drag out the connection line and when you release the mouse click the Blueprint Action menu pops up, if you enable the Context Sensitive it will show you only the Actions connected to the output node you clicked.

That last method is a very good way to find something. Say you want to set a rotation of an object but you don’t know what the Action is called in UE4. Then I usually just right click in the Graph and starts typing what I want to perform, eg “Setrotation” and the system will narrow the search for my need.

And here’s the next question block:

Rotate Player > Event Graph

  1. Rotate and Pitch (Target is Rotate Player) - where does it come from? How to find this node? What action do i have to do to get this node on the screen?
  2. Possessed Pawn: Which type is it? Rotator? Which category? Is it just a variable that has been added? Do i need to check some options like “Expose on Spawn” or does it need a special categroy?
  3. Pitch Speed? Just a variable with no… phew… too many questions…

http:www.digitalcoregraphics.de/clients/UE4/pitch_pawn_idontknow.JPG

Maybe you can just explain all Nodes and where they come from so that it doesn’t take the whole sunday, monday, tuesday, week, year, life for me to find out with the trial and error method?

You see - it is VERY difficult to know where all these nodes come from when there isn’t even ONE tutorial that shows how to get exactly these. It’s like trying to open the door of a Tesla when you only know the one to your home…

or wouldn’t it be easier if you just .zip these three Blueprints? I think i will never ever need to do this again if i just copy and paste it.

Thank you in advance,

  1. Those are the Execution of the Custom Events Rotate and Pitch which you see below them in the same picture. To Create a Custom Event you Right Click and type Custom Event → Chooes Add Custom Event… → Name it. Then to get the Exectution Function of the custom event, simply right click and type the same as you named it.

  2. PosessedPawn is of Class Rotate Pawn in my example. No, you don’t need to enable Expose on Spawn.

  3. PitchSpeed is a self created variable of type Float.

Here is the list of variable I created myself. The other things are either custom events (https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Events/Custom/)
or they are standard in the engine, eg Right Click and type the name.)

124042-created+variabels+in+player.png

124043-createde+variables+in+pawn.png

I am sorry but your explanation doesn’t fit the screenshot up above:

It says (PlayerControllerSetup):

Event Tick > Rotate > Pitch (which are light blue and can’t be found) and not PItchSpeed which is a SET variable in the end (see picture attached)
The ones you created (and i don’t know why) have different names, colors and are get/set variables and no functions:

This is what i got:

This is your Blueprint from above:

Maybe this isn’t your Screenshot and you’re doing a totally different workflow? Pitch and Rotate are NOT included in UnrealEngine. These Nodes are from a different version i think. It doesn’t matter where i type it in or how many options i click: these are not there. Not in Unreal. Maybe i should paint it in Photoshop?

Here:

I’m totally lost here.
Can’t get it.
Too complicated.
Sorry.

If you want to give up doing this with a stupid dummy like me i can understand. I’m really near to smash everything down here. This engine is a sickness!

Well - let’s stop here. I give up at this point.
I don’t get it and i think i really don’t need to understand the Unreal Engine.
Other people seem to feel more “at home” with this strange Software.

Thanks a lot for your effort!
(If you need some high end visuals (rendered) feel free to contact me.)

Ive done a video when i recreate everything. will be up soon I think.

Oh - cool. Thank you!
Will be great to see what i missed all the time.

Btw: There is NO (and i mean NOT ONLY ONE) video out there that explains this Workflow or this Function. Seems as if nobody in the world needs this… So i’m glad to hear that from you!

Not a tutorial. Don’t have the time to do a proper one, but here you have a uncut version no sound. I think everything is correct, may have missed something, but will take it from there.

Thank you SO much!
I did everything as shown - so the Nodes are fine now.

But it does not work (what a surprise…) - No movement at all. I think theres something wrong with my mapping in the Input? What’s yours there?

Something special in Mouse X/Y, Pitch… Keyboard… I can’t figure out how the BS scripting gets information that is identical with the Input config… Is it just Mouse X and Y and it works? Without any variables in the “Input” of the Project Settings?