Hi, I am creating a third person game which involves two playable character. I am currently having a problem with making the camera fixed but still follow the player.
So when the game starts the camera is positioned behind and a little to the right of the player and when the player turns left, right or back the camera is still fixed in the same position.
However if I swap to a different character the camera changes its angle depending on what way the character is facing when swapping over.
I basically want the camera to stay in the first position of when the game starts. Please help me!
This is the position the camera starts in,
This is the position the camera changes to when I swap characters because of the way the character is facing.
just a thought… if you just need a fixed rotation at all times, you might find it easier and more performance efficient to use one world camera instead of two Character-based camera component.
if I understand what you are looking for, I’d set up a WorldCamera BP (with Spring Arm to give you the offset). Initially (while prototyping) in it’s BP on Tick, I’d use Get Actor Location (player) and Set Actor Location (self)
Thank you for the help, I added a new camera to the world but am struggling with the blueprint event tick, it does not allow me to use get actor location
… the quick-but-less-efficient-way-that-is good-enough-for-prototyping… use Get Player Pawn and plug it into the actor reference in Get Actor Location
(getting references between actors takes a bit of getting used to… definitely worth spending a couple of hours studying… then you’ll know how to do it the efficient way)
Ok I have done that, However the spring arm could only go inside the camera component. So I made a new Actor BP and added a camera so I could put the camera inside the spring arm, would that still work?