Lumbering, yes , if you want to rotate around an object that you want entirely fitting on the screen, you just click on it and hit F and the camera goes immediately to that object. That is fine.
And then you rotate around it using alt+LMB. That is also fine, I know that.
But imagine you have a big terrain, and you are sculpting a specific small area of that terrain, then it is just part of it on the screen, that small area of interest you are working on.
So you want to click on that area only and where you click the point of your mouse is exactly where you want to zoom to or rotate around.
And that is the problem. And I explain.
You click, rotate and yes you get to that point, but say it is a peak, and you want to edit behind it or just need a specific angle. If you continue to rotate without panning and adjusting, do you get behind it ?
No, it passes it and it rotates the whole terrain. Because it is actually rotating around the center point of the terrain.
Like a caroussell. Your horse of interest passes and then comes the next ones you dont need.
Meaning, you don’t have a whole 360 degrees around that point where you clicked on if you dont pan+rotate, pan +rotate a few times to finally get to that specific angle you need.
It does not need to be that hard.
Programs that are specifically for modeling and sculpting such as C4D and Zbrush, know that. you click and where you click becomes automatically the pivot for the camera
and you move fast like the object is in your hand.
In sculpting and adjustment of details in big objects this is a HUGE time saver.
Please Epic implement that. Alt+click and where you click becomes the pivot for the camera to rotate around. And F returns to the usual way.
Or at least in sculpting mode it should be that way. Like in sculpting softwares where you touch your brush becomes the pivot point for your camera
to rotate, so you dont even think about it.
Now if that already exists in UE4 and I am missing, please somebody tell me. I didnt find any setting to apply that.