How can i decide to stop the camera follow the pawn?

Hello makers! I’ve decide to create a platform game megaman like (NES style). The player movement work pretty good but the camera don’t. If anyone know how to magaman is made, then you know what i mean. I want to control the camera and decide when stop and follow the pawn. In the blueprint i’ve the normal character, a spring arm and a camera . I’ve try to find an option to do this but i can’t find it, maybe i’m blind or is not exist. Help me!

With this type of camera, you may want to consider creating camera components in the level itself instead of in the pawn. When the player touches a volume you can have the camera switch to a new camera actor that’s view is centered on a new area or “chunk” of the level you are currently in. This would allow you to create the piece by piece approach megaman does and customize it per level to get the look you want.

By setting it up this way it will not register a camera move until the player is within a volume that you determine. So, in essence the camera will remain in one place and simply change to a different static camera based on what you determine.

Fantastic! Thank you so much! I’ll never cosider it. Just a little thing. Is there a way to constrait the camera following only on x or y axis? If the pawn jump i don’t want the camera jump with that.

Ok i’ve figured out now, but if a “chunk” is to long i want the camera move and only in orizzontal. I’m tring right now and the setting you mention before works really good (except for the transition megaman like). Is there a way to do this?

You could try a Vinterp node between the camera positions. I don’t know if that would work but it should blend the movement nicely.

Do you still have a camera in the pawn class? If so you need to disable/remove that and make the game recognize the cameras in the level as the cameras to use.

Hi ,

Try this:

Thaks again for the tips but still remain the following “problem” :slight_smile:

I thought about it but I don’t know how to do that.