So to start i have the Ballistics fx pack from Cubit studios, i changed the first person mesh to a TPP character, everything works fine in that, my issue once i switch to FPP mesh, (once i’ve detached the fx spawners from the TPP gun to the FPP gun), i lose the “aiming” part of the projectiles, any help would be appreciated, i have linked a vid so that everyone can see what i’m talking about, cause i probably make no sense… and 2 screens of the code i used for switching from TPP to FPP, if anything else is needed i can take a screen or a vid and upload it
I’m literally switching to a new camera, so going off what you said, i looked at the event graph, found the aim transform that controls the projectile spawning, then the macro that controls that, i get how its doing it, but how would i go about adding another camera and making the transform use it instead of the original camera? or do i need to write another aim offset wiht that camera and then tell it to switch between them when the camera switch is done?
i appreciate the help
My suggestion is don’t change camera change its location put a scene component where you want it to go. Then when you go third person you move the cameras location to that transform and back.
In my game I use a spring arm, at zero length it’s first person and when I go 3rd simply extend it. So still same camera.
But I imagine you could just move the camera between two scene component location transforms