Fixed Camera 3rd Person + Targeting Transition

Hello!

I am trying to figure out how to make different camera transitions within my project. I have 3 different cameras I want to be able to transition to and from. The first is the basic 3rd person camera that always faces “north”. Its basically a fixed camera that is unaffected by player movement as it will always face the same direction and follow the player. I have another fixed camera that is transitioned to via trigger box, that pans the camera and it stays entirely fixed, I would like player movement to be affected by this, basically being that the direction the camera is facing is what “forward” facing is. Lastly I have a targeting camera, which when pressing the target button will focus on an object, and affect player movement by allowing the player to strafe around. The main issue I am having is transition back and forth between all the cameras, and keeping the player and camera directions cohesive. I need helping with making sure the directions and player movement are affected or unaffected in each camera setting. When I transition from targeting back to player camera, the camera keeps the direction that the player is facing after untargeting, rather than snapping back to face that “north direction”. Similarly, transition from any camera to the fixed camera, I cant transition back at all.

Thank you in advance. Any help at all would be appreciated!!

Ive attached some of my BPs so that a rough idea of what I have going on right now can be visualized!




Hello!! So after much testing and messing around with different things I found the specific solution I was looking for. It was actually a very very simple fix.

So basically, Where I had set the control rotation and camera focus was to the main target, I basically needed to reverse that whole process to give the camera focus back to the character and also set the control rotation. The whole time I was under the impression that it needed to have been done with the spring arm, or with the camera and adjusting their position either relative or in the world, but in reality I needed the controller rotation to be reset specifically, which in turn made the camera and spring arm components follow!!!

Here are the two most important BPs in this process.


Good Luck all!

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