[FEEDBACK] New Camera Types, Gameplay Controls, and Map Options

Do you have feedback about the new Early Access devices? Here is the place!

Visit the blog for more information! New camera types, gameplay controls, and map options.

amazing addition, but the third person camera will randomly enable being able to build and sprint, and then disable it.

I really like the cameras, I was experimenting with them in creative and it could make some really neat games. I noticed there isn’t really a way to zoom out the third person view, though.
And I also noticed the fixed point camera (if I’m working on a security camera system, for example) will phase through builds on it’s way pack to the effected player regardless of the transition time being 0.0.

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It’s a great start.
Excited about using them during early access, very pleased that Epic is releasing EA devices now, along with proper communication that islands made with them should expect to require maintenance as the devices are updated. That’s exactly what the community wants and needs.

In the current state, from initial testing, my opinion is that they are in kind of an awkward spot trying to combine flexibility and simplicity, that isn’t quite what the community needs. Fixed point and fixed angle are a slightly bizarre choice for camera device options, when the creative community I believe really just wants top-down, side-view, and first person, while the experienced UE devs in the community just want normal UE camera with basic functions exposed in verse to switch cameras, and change the commonly used params from code.

That’s really all we need, and the rest can be built ourselves, especially if UEFN devs are attentive to requests from the community for bits and pieces we need exposed from UE that are bottlenecks to creativity and engineering.

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Hi there. I’m trying to setup a repro for this issue. Does the transition time of 0.0 work when the camera is added but not when it is removed?

Hi. Curious if you can provide any more information. If we can reproduce this ourselves, it makes it a lot easier to fix it.

Yes, it does.

Gotcha. Thanks. We’re looking into this.

I would like to be able to still build and edit when using the third person camera device.

An option the change the players camera FOV and distance without affecting their characters movement would also be beneficial.

Not sure if its the same for CGStudioUEFN, but for me I found leaving the third person control device on after death seemed to introduce sprint once respawned. Would be good if we could choose whether they can use sprint or build in that control I guess.

Would love to see twinstick shooter kind of options for when combining cameras+third person control device

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In our early tests with the camera are great, and really open up some opportunities.

What we would love is to have the ability to set the right stick to the player character facing direction when on either side or top-down view, rather than having to rely on the left stick when using a controller.

Other than that, it’s pretty great.

Also, it looks like we lose sprint toggling.

Really love the addition and thinks its a great addition, but a great implementation would be working security cameras. in ways of using media players or tvs to make after round camera angles, or deduction style games for extra layers.

Hello!

I have a quick question regarding the new camera devices for adding a player using the Cinematic Sequencer gameplay events. Everything else I’ve tested is working fine, but I’m encountering an issue with adding a player to the devices. It could be a bug or something I overlooked.

Here are the steps I followed:

  1. Created a new cinematic sequence.
  2. Added one of the new camera devices to the sequencer.
  3. Made a gameplay event timeline.
  4. At 1 frame, added a player to the camera.
  5. Set up a button to trigger the cinematic sequence device (set to individual).
  6. Unfortunately, it’s not working.

Any insights or suggestions would be appreciated!

Hi, I am doing a small side-scroller prototype to test these additions out, and I want to make the player movement fixed to the left/right axis. Currently the controls let you go forwards and backwards too. Is there an option for this already that I am missing?

A couple more feedback items:

  • Mantling doesn’t seem to work using a fixed angle camera, and third person controls, in a side scroller style game. I can mantle moving forward and backwards, but not left and right. This is the opposite of what I would expect.
  • When using a fixed angle camera and third person controls, we seem to have lost ability to sprint, and as a result we can not slide. These would be good actions for a side scroller type game.

We’re looking into a few reported issues with the new cameras and cinematic sequence devices. In the meantime, you should be able to call AddTo from the button’s OnInteract.

I’ve seen a lot of folks sandwiching the player between 2 barrier devices. There’s no way to lock a player on a specific axis atm.

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