I’ve been trying to set up a complex third-person camera system based on the third-person blueprint, but I haven’t been able to make any significant progress on it so far.
The goals of the third-person camera system I’m trying to set up:
- 2 different camera positions: a default pulled-back following position, and a close-in over-the-shoulder position.
- Smooth interpolation between the two positions.
- The default following position has no rotation limits for camera pitch and yaw, while the over-the-shoulder position does.
- Exceeding the yaw limits of the over-the-shoulder position engages the root yaw rotation for the character (like Arma’s aiming deadzone.)
Does anyone have any suggestions or examples on how to put something like that together? I’ve mucked around with the PlayerCameraManager and clamping the camera rotation, but I can’t seem to get the camera system to behave like I want it to. Any help would be appreciated.