Can anyone help me out with figuring out some problems I’ve been having with setting up camera blueprint shown in tutorial Link]? I had to make alterations to the blueprint, swapping everything related to the X-axis to the Y-axis due to the fact that the 2D sidescroller and the 3D sidescroller templates for some annoying reason have different axes from one another.
Anyways, the first problem is that placing the camera into the scene, results in the camera up facing backwards:
When the camera view should like more :
appears to be a problem of the camera facing along the wrong direction of the X-axis and it looks like I need to change the X Offset value connected to New Location X of the SetActorLocation event, although I’m not sure how to change so that it facing along the opposite side of the X-axis.
The second problem I’m having is that I can’t attach the camera to my player character as the blueprint setup requires attaching the camera to a object within the scene, and when I start up my game rather possessing my character that I place onto the scene, the game instead automatically spawns another version of character which is the one that gets possessed by the Player Controller. The result is that the camera ends up being the attached to the unpossessed version of my character and thus the camera will not follow the possessed character. I’m not sure why it does as it doesn’t do in the example project provided by the creator of the camera blueprint. I don’t remember if I did myself way back when started version of my project earlier in the year, I do remember having some sort of spawning problem regarding my player character but I honestly don’t remember. I could potentially fix , but I’m not entirely sure that I want to. You see, I want my game to have multiple characters that the player can play as and I don’t I want each level to begin with my main character that’s been placed into every level to be possessed, but rather for I want whatever character the player was last playing as in the previous level to be automatically spawned into the start of the next level.
So I was wondering if anyone knows of a way to alter the camera blueprint so that instead of possessing a actor placed within the scene, it instead assigns the camera upon startup to something like maybe the Player Controller that governs the player character or something I’m not aware of, which is a lot when it comes to Unreal Engine.
Does anyone have any ideas? I really hope I can get some input into matter because the camera has one my biggest obstacles I’ve had to dealt for my project with very few options available, and particular camera blueprint is the closest thing I’ve ever found to finally getting the camera working the way I want to.
Event Graph:
Construction Script:
New Y (formerly X) Value Function Script:
New Z Value Function Script:
EDIT: I just added a link here Link] to a project that contains all of the blueprints related to the camera of my game. Feel free to download it if you’re willing to take a look at it and see if you can fix the problem with the camera.
I didn’t include a test enemy but pressing the ‘Delete’ key should do damage to the player character. Just press the key three times to destroy the player character and make them respawn.