Good afternoon. Faced with such a problem, maybe I misunderstand how it all works.
What I want: When a player enters a certain area, the camera moves to a certain angle, It would be great to attach the camera to a certain point, but I haven’t figured out how to do it yet and decide to implement it simply by moving the camera. I created a collision and put two events: Begin and End of collisions, set the Timeline to a vector track, set the dots and set the time to five seconds, however, such a problem occurs…
The camera, when the player enters the collision zone, moves instantly, although I was counting on a delay. The second problem is when the player leaves the zone and comes back in, it either doesn’t work or the camera starts shaking. But after a few seconds, the zone starts working properly and changes the location of the camera as it should, but without delay in movement. What could be the reason for these problems?
Also, since I need your help, I would still like to know how to implement the movement of the camera not relative to the player, since it floats when moving, but the ability to fix it at one point.
For clarification, are you meaning that your end goal is to have the camera change go a fixed position at a specific point? Either way, this non-Epic affiliated guide may help with what you are hoping to achieve using set view target with blend.
Regarding your timeline, I am not seeing any curve which would be instantaneous, was that intentional? Additionally, your blueprint uses 2 different timelines, so you end overlap should reverse the first timeline instead of using a new one.
I’m afraid I can’t figure out how to implement my idea using this video.
It’s hard to say what exactly I don’t understand, I didn’t understand how Shaun entered the space where he implemented the first camera. No matter how hard I tried, I couldn’t enter the map’s bluprint, maybe I just don’t know how to do it.
What exactly am I aiming for: the player enters a collision box and the camera is fixed in a certain place, while the control remains the same.
I poked around and figured it out, but there is one problem.
You can tell me the following, in the Shaun video, CameraActor is used in the first method, but I can’t call it, despite the fact that I have it created. I suppose there must be some indirect way to add it?
In case someone sees it. I found a solution for this mechanics, most likely not the best, after all, my third week of mastering UE is underway, but the mechanics work.
The point is to create an actor, create a collision inside, and then a camera. Separately, select the camera in the Viewport and place it where you need it, and then create such a bluprint.
This is the way I like it more, because I need a lot of such collisions with individual cameras, which means that for each individual case we create a separate duplicate of this scheme and configure the camera uniquely, as we need.
And everything works as follows. The player stands in the collision Box and the camera smoothly moves to where the camera was installed inside the created actor.