I guess because it’s not working? I added it just like you suggested and the camera just starts at 0,0,0 relative to the spawn point and doesn’t move with the ship
I have a feeling, and I don’t know how to fix this, well, it seems that with pawn blue prints, the mesh that is the basis for the ship moves around but the very root of the pawn (which is a scene component or arrow or capsule I can’t remember which I settled on) doesn’t move with the mesh. Because I am using thrusters to physically move the mesh, as opposed to just moving the pawn with transform commands.
Also, when I change some of the settings in the BPCamera it doesn’t seem to affect anything, except FOV, that changes FOV but if I change the rotation or location the camera STILL spawns in the same place in the same direction. I was changing these as a check to make use this camera is even working and it seems to be given that FOV change actually changes something
Ugh I have just realised something that really really sucks
So I was right, the Camera is locking to the ROOT of my pawn (like expected I guess) and while I haven’t got the distance thing working (camera starts up at the same position as the ROOT) but the thrusters move the mesh that is the ship and not the root of the pawn, so the ship “leaves” the root and flies around the level.
Because I wanted to make it so my shipsall were inherited from the same ship_parent so I could have consistent values and etc from them, but it means that the static mesh CAN’T ever be the ROOT. ****.
I don’t want to have to make every ship from scratch, and copy and paste all the variables like damage and etc. I just wanted so badly to make it so there wasn’t redundant code and anything that had to be reused was then in a parent class or something…
And just now I trialed it, I can’t delete everything (component) wise from the parent pawn so I can NEVER get around this
UNLESS I could somehow make the camera target the mesh component instead of the ROOT of the pawn. I don’t see this being a good solution.
I guess I could use an interface but I wanted to be able to inherit all the variables like damage and etc. **** I am annoyed I was so happy with how I was managing to make a future happy system for the future. Because I intend on having LOTS of ships and it seems bad practice to copy and paste things and re-do the same initial work for each ship.
@rodstone, can you somehow illustrate what you try to achieve? It sounds like you want to follow ship if it was selected?
It seems your problem should be easy, but somehow you already commited to your blueprint progress so far?
To find “structure” problem during prototype phase is very good and lucky, although you might need to re-work a lot of things, it’s better than find it late.
A mock up screenshot would be really helpful to try understand your problem.
Yes, it is early on so yeah, I’m prepared to do it all again, maybe even start completely from scratch because I find my filesystem of my project gets cluttered a bit and I need to personally sort out the file system structure and naming convetions I am going to used so later one isn’t a nightmare
I might make a new thread asking for general advice on how to do this, and not cloud it up with what I have already done, but instead outline my requirements and see what advice people have to give me.
e: new thread maybe in Content Creation, instead of here because it’s more than just blueprints