Hi ,
Last night, I was trying to make it so if any of the ‘RotatesWithPlayer/Controller’ booleans are true, then the initial rotation of the camera becomes an offset based on the player/controller rotation. I was almost able to get it, but it kept on snapping back into place after the preset change, even though I would turn off snap back. Any ideas as to why this would happen? And would you be able to show what I would need to do to make an offset rotation work? Maybe I’m doing something incorrectly.
I did more camera testing in the Division last night. They definitely do a camera offset by decreasing Z and increasing Y as the camera goes down and to the right when it zooms. When there is a wall in front of you, you can clearly see the camera offset. When there is a certain distance between the player and an object though, you can’t even tell that the camera is still doing the offset. But based on the camera position and the player mesh position, it still is offsetting it so there must be an initial rotation when there is no object within a certain range. This is why my offset rotation that I explained above is important. I’ll probably have to add some kind of boolean somewhere that will tell the camera on preset change if it needs to rotate.
Thank you,
Toxin