So in my game I have a camera system set up so that when the player goes inside the set trigger box the cameras are opened, the HUD is hidden but since I have a flashlight and head bobbing in the game if I was to press W or anything else I could still use my flashlight and walk around the level whilst looking at the cameras.
I need the player to stay in place. I have made a new gamemode which does this but I’m not too sure how to set it up.
Can anyone help me out here?
The method you are looking for isn’t necessarily a change of game mode but a change of input on the character. If I understand you correctly, you are looking to ignore move and look inputs. Here is a setup that I use in my game.
The top sequence is used when the “Inventory Camera” is activated, it sets all the ignore nodes to true. The bottom sets my “Third Person Camera” back to the activated camera and sets all my inputs back to normal.
I have a total of 4 Camera Variables. 3 of which are actual cameras on the character, the 4th is a null camera that I use to store the “Previously Active Camera” which is how I allow my players to go from my “Inventory Camera” back to either “Third Person Camera” or “First Person Camera” depending on what they entered the “Inventory Camera” in. It’s stored as the “Previously Active Camera”. Hope this helps!
This helped a lot thank you! I’m still new to UE4 for the most part so I’ve just been guessing what to put in the blueprints a lot. Thanks again though!
If you do a lot of debugging and trial/errors, that method can work. What I recommend is, get an idea of what you want to do, then go watch a video relating to that idea (Posted by Epic Games themselves) I don’t recommend going and watching random videos at first because, without an abundance of knowledge on blueprints, it can be easy to get in the wrong workflow. Best of luck!