Help Creating Camera Shots for animation montages

I need assistance with Creating Cinematic camera shots via Blueprints within Components. So to note before i explain further,


Party Members are not in game (neither are the enemy units), they spawn on those battle positions upon begin play.
What are some ways to do this my current code allows the camera from the Unit (whoever turn it is) have different camera animations but I want to create a lerp of some kind so I can animate from Point A to Point B. at the moment it only plays different angles per Index. also to note this is being done within a component as opposed to an actor or widget.

Hey @Omni_Fluxx!

So you are using components for this I get that. But my question is, why? Why not have it just be a camera Actor that’s free to go wherever you want it to? That way, you can use time-based movement.

As far as I know you can’t do what you’re wanting to with Components, it would depend on the actor it’s attached to. So why not go ahead and just make the camera an Actor that can be it’s own thing? That way you can use curves with a timeline and Location lerping, and then just pass in the location of the thing it’s supposed to be focused on for switching, instead of switching cameras and having tons of different cameras.

Hope that helps!

I never really messed around with cameras before, this is something new for me but i’ll look into it see what I can do using your advice, I’ll add more into this thread if I’m still having issues. Thanks!

Try searching for “Camera Manager” blueprints.

As for this specific setup thing, you can have a single camera on this actor, move the entire actor to the location of the focused character (with a springarm so it’s zoomed out a bit) and choose a timeline to go through at random, and restart that code and randomize it again once that timeline’s done! :slight_smile:

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Thanks! I understand it a bit, i’ll come back to it once i flesh out my combat system a bit more then worry about “Aesthetics”. making a turn based rpg!