First Person Point and Click Movement

Hi, I’ve been trying to replicate a very particular type of movement in unreal. I’m trying to do a first person point and click movement that also allows the player to move the camera and be chased by enemies AI. Something akin to the game “At Dead of Night”. I wonder if there would be a way for me to place around a map different points of interest that the player can click on and move to that location. Here’s a link to what I am trying to achieve.

I really simply wish to change the movement from WASD, to using your mouse and clicking in the scene. Thanks a lot for responding.

Can you timestamp where the player actively moves the camera? All I see are predetermined angles / positions. But it’s a 4h vid so who knows…


I wonder if there would be a way for me to place around a map different points of interest that the player can click on and move to that location.

There does not seem to be any actual movement involved, it’s all smoke and mirrors. Not sure how it’s actually done but I’d lean towards a node system, each with a bunch of splines we slide the camera along:

Populate the world with the nodes:

If a spline ends at another node, you switch that node to be the active one. Each node actor determines the actions that can be taken at this spot.

It could work.

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I like this approach!

Can you timestamp where the player actively moves the camera? All I see are predetermined angles / positions. But it’s a 4h vid so who knows…

Basically whenever the player turns arounds with the pre-positioned cameras. Everything in this game was made with pre-rendered animations. I tried to do the spline system but just ended up with my camera either doing a loop, or unable to move to other splines. Another example would be something similar to this game which also used pre-rendered images and animation.

I think the best way I could describe what I am trying to achieve is to have the player click towards certain areas and be able to move to them, like a simple move to location. Maybe put some invisible actors in the scene where the player will have to click on these actors and move to their location.

To achieve the level of camera movement fidelity shown in the vid, you’ll need a spline. A timeline moving the camera would work well here.

There are no pre-renderd animations. Not the movement bit and/or object interaction. It’s all done in-engine.

You cannot just move to an object and peek around a corner.

The 2nd example is quite diiferent. Consider making a decision now regarding the end reuslt. These seem like 2 different approaches.

Regarding stuff not working. You probably know the drill. Post the misbehaving script, curent behaviour and the vision you have. We all chip in, hopefully it’s enough.

to me that game appears to use quicktime vr or similar. like the old Myst games. a series of pre-rendered vr spherical images that the game will fade from one to another.