Reference ID
8ff3b91d-465c-3181-4c0e-f48af39ffcf9
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Summary
Are there any plans to allow control of the crosshair when using the fixed point camera + Controls Devices? I would love to make a competitive side scroll game mode, but it would not be the best experience for players due to the current aiming limitations. Any competitive mode using these camera devices right now would face the same fate unfortunately.
Aiming at enemies and other players is only doable through targeting assist (from the control device) or player rotation which can lead to some pretty bad aiming experiences.
For example:
To shoot other players, I would either have to
A. Get closer to them for the targeting assist to lock on to them,
Or
B. Rotate my character to where I want to shoot. Which is very different for Keyboard users VS controller Users.
I think it may be more manageable for Fortnite Developers to instead give us different and separate fixed camera perspective devices with their own Control device as well like a “Side-Scroll Camera Device” + “Side Scroll Controls Device” (Or an Enum for it in the current controls device) and then a “Top-down camera” + “Top-down controls Device” etc. so they both can have separate crosshair/aiming control so then the Character’s aim/rotation is controlled by crosshair placement.
i.e Side Scroll Camera Device:
(Camera can only be side scroll, so it cannot change to a top down angle etc., and cannot go into the foreground or background for crosshair/aiming stability)
Movement:
(Feature: When Aiming forward and moving backward, your character shoots in the same direction they’re facing, allowing you to strafe properly)
Up/Down - Does nothing
Left/Right - Controls the direction the character moves.
Aiming:
Mouse/RS Up/Down - Controls the Pitch of the Character’s Aim/Crosshair
Mouse/RS Left/Right - Controls the Direction the player is facing
i.e Top-Down Camera Device:
(This camera is dedicated to only a top down perspective, no other perspectives will be possible with this camera. But of course the angles of the view can be altered etc. as long as it stays top down. So the Angle Pitch cannot go beyond a certain float value)
Movement
Up : Character moves Up in the world (Add Input Vector to the X Axis)
Down : Character moves Down in the world
Left : Character moves Left in the world
Right : Character moves Right in the world
Aim
Controlled by Mouse/Right Stick
Character’s Aim is set to a default pitch/height so they’re not aiming at the ground or in the sky when moving around. (But this would also have to be balanced so people don’t always get headshots)
Mouse/LeftStick Controls the Crosshair, which will change the yaw rotation of the Character.
I can see issues with this type of control when dealing with elevation, because the crosshair’s pitch would have to change to aim at lower elevation or higher elevation to shoot at an enemy with different elevation. But honestly, it may work if you allow this functionality when aiming down sights. But if not, then creators will just have to restrict their levels from having verticality, like in standard twin stick top-down shooters.
I really hope this helps in some way, I love what you all are doing at Epic Games so if this helps, then I’m happy I was able to contribute some ideas for such an amazing game!
Steps to Reproduce
(Standard usage. No specific steps to reproduce)
Expected Result
Crosshair placement is 1:1 with the character’s aim.
Crosshair placement controls the character’s rotation
Observed Result
Cannot Aim to shoot accurately due to no crosshair control.
Cannot create a competitive game mode with a fixed camera perspective due to this
Platform(s)
windows