drunk effect

im trying to create a game in which the character (first person) is always too drunk and so, he sees everything around him moving a bit. kinda in the way of gta IV in the drunk phase. is there any way i can add a repeating movement to the camera so that ill achieve this dizzy effect?
or maybe another possible way?
cheers :slight_smile:

Find your question with the same purpose.
Can share with my searcher’s results
UE4 PostProcess Glitch, Chromatic, Drunken etc - YouTube - here you can find shader effect for your purpose

hey thanks a alot! its funny cause i presented the game project just two days ago. i evetually used some of the postprocess effects you suggested, but the thing i wanted was to make the camera actually move, as if the character couldnt walk, so i used some local movement/rotation in the fps blueprint, at the camera section.
but anyways, thanks xxx

Did it work? I mean to make some local movement and rotation for effect of uncontrollable character?

for me it did work! plus it was a little bit difficult, when playin it, to guide the character.
here you can see what i did, i dont know if it’s right, cause it’s just improvisation, but it worked :stuck_out_tongue:

I think the best way to simulate being drunk is to add a Post Process component to your character and set the Fringe Intensity to something high like 100 (or more) and then use Color grading to desaturate the scene a bit (set the saturation values closer to 0. This actually creates a duplicate of the geometry in the world so it looks like you’re really dizzy. Then you can just fade the effect in and out when you like using a timeline:

Although doing some Post Process effects like others have mentioned could definitely add to the effect, I think the visual vibe you are looking for would be more easily replicated with a very slow moving Camera Shake. There’s a quick but thorough tutorial on it here. The main change you’ll want to make is slowing down frequency of the shake so that it appears more like a loose, random sway. Play around with the settings until you have a base motion you like, then I’d start adding in addition Post effects like fringe, grain, vignette, and maybe even some motion blur.