dual camrea system for top down

Hi, so I’m trying to build a dual-camera system. In this system, the 2 players will be able to view each other at all times across the map.

The camera is angled down and is changed in distance depending on the spring length, which is times by the mid vector length.

The system works well while the characters are near the centre of the map; however, when they walk away from the centre, it doesn’t matter if they’re right next to each other; the camera still keeps panning out.

I suspect this is due to the scaling of world values in the calculating mid vector points, but I don’t know if there’s a way to work it out without doing it this way, as the camera area is a separate blueprint.
i was wondering if anyone knows of any nodes or work around I might not be thinking of.

You are checking the Length of the Mid Point vector, which basically means you are checking the distance betwean the (0,0,0) point and the mid point, so the camera pans out as long as the mid point is 900 units away from the center of the world.

What you need is (probably) the distance betwean the two players.
There is a node for that, just take a pin from one player and type “distance”, you’ll see it.

By the way, you don’t have to split and recombine vectors like that, you can add them and divide them as they are.

Hi, thank you for the reply.
I did what you said with the distance (Vector) and pulled the distance between one of the characters and the new mid point vector to work out the distance, which works well for calculations, min,s and maxs to pan out the camera however,r the only thing is it doesn’t work well on height.
i tried timing the z value (which seems to be the only thing actually doing anything) but only helps a little bit