I’m trying to make a blueprint where I can edit the settings of three cameras with only one input through the construction scripit. So for example, if I want to change the filmback aspect ratio and lens focal length of the multiple cameras, I could just input one value and all the cine cameras in the Blueprint would update. I want to use this to render out multiple shots through the movie render queue, it’s a custom functionality I would like to build but I have found myself stuck.
Thank you so much. This worked great! I was trying to do something like this but I was using different nodes.
I was also trying to use an integer variable to set the number of cameras dynamically but I don’t know if this is possible to create the camera components directly in the construction script. Is this possible
I will come back later ( yes, possible ).
If you want an unlimited number of cameras, do this in the event graph
The driving event needs to be ‘call in editor’
It just plonks them all in the actor location when you hit the button, and sets the variables
You can position them and save the level.
PS: You can do it in the construction script with camera components. But this is a bit more natural.
Again, thanks a lot. I think the construction function in the event graph also answers the other question I had regarding promoting the camera elements to the outliner window, which is super useful in my case. Is the construction script way of doing it make it possible to also add a button that plonks the cameras out or is that only possible via the event graph?
I’ll keep learning to try to solve the other things I’m trying to do. Thanks for you help!
Which particular sort of ‘plonk out’ do you mean?
Just spread them out a bit, or specific positions?
For now, event graph is better, as they become actors in the world. If you do it with components in construction, you also have to write code to record the camera positions, otherwise, once false move with the actor, and they will all reset.
By plonk I meant by spreding them out a bit.
But I now see how event graph is better because I need the cameras to be actors in the world and use them individually in the level sequencer to render out via the movie render queue.
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