How Do I spawn an emitter based on the player controllers crosshair that folows it?

I want to spawn an emitter that snaps on the player FP Camera, that plays out a portal animation and phases through the camera as a transition. So far, I’ve been only been successful to spawn the portal based on the player Actors current position.

Any Ideas on how I can set that up or is there a tutorial explaining that?


Here is one way to do it in the Blueprint

You might want to use the muzzle point in case some guns are longer but may not matter to your use case.

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OmegaMinus1’s image also shows a small mistake you made when spawning your Emitter, instead of adding 150 units to X (which is absolute) OmegaMinus1adds the units into the direction you are looking at, else it could actually spawn at your side or behind you.

For the portal transition, I would not try to make a ‘tunnel’ of particles as the transition but instead use a PostProcess material as an effect for a first person camera, which gives you more control over the end result and might be less resource heavy as well.

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