I am about to going MAD! i search every where about my inssue but did not found any similar problem like mine. And i mus have tried every thing i could or reason. I am making a game with a free assets, and obviously the assets like weapon does not match the camera when iron scoping. What i am trying to do is to set a camera to my weapon mesh as if i were iron sighting . i created a master weapon blueprint and i am tring to associate a button to change the camera.
so i have created a variable to the weapon, connected the “1” to the set view target with blend. set the target as player controller and the view target as the weapon variable.
it “works” but he cam is inside the player.
So all i want to do is swtich the player cam to the weapon cam i have created, because its different weapons with diferente cam positions. there is anyway i can use a actor camera component as it were my character camera?
please, help!
Have you tried changing the relative location of the camera to line up with the sights of the weapon when you switch to aiming? May be easier than trying to set another actor’s camera as the player’s, not to mention when you do that the controls may get wonky…
Hum… it may work but can cause trouble. since diferent characters mesh would have different sizes. The best way to go i could imagine is setting a default camera to each weapon, them make the character switch to the equipped weapon cam view. this way its would be the most “compatible” way of having different characters mesh holding the same gun.
this must be a bug or a ghost. anything from my options are working.wtf is going on?
That is called near plane clipping, the camera is inside the head of your character, either move the camera forward some so that it is outside of the character’s head OR adjust the near plane clipping values in your project settings.
ty for your anwser, but whateve position i put it it aways go back to the same position. its not because its on the character head.