I I have a 3d game setup cube based where as a cube the player uses w,a,s,d to move from grid space to grid space. One at a time. The camera is attached the player so every time I press the direction the camera follows, which is fine.
So how does one make a :gliding: camera so to speak, like in maybe, Zelda Ocarina of time for instance.
Where when the player stops moving the camera is slowly catching up…lagging and chasing so to speak…I feel like it’s a smoother experience.
WOW!! this looks extremely interesting.
Can you please explain to me what is going on? I’m a little confused. Are both of these done in the player character blueprint?
If you could give me a little more detail this may be what I need.
thank you so much either way!!!
Yes, both of this scripts are in your character blueprint. Firstly, you are creating independent CameraActor , just call this “Follow Camera” and save its reference. Remember “Main Camera” (default camera) is in that location where "follow camera " must be come, then in Event tick you are setting new cameras Transform using interpolation with Main cameras world transform so it means , it will slide from follow cameras Transform (location, rotation, scale ) to active cameras Transform.
This function is your sliding effect. Please take my advice and read about interpolation.
I understand interpelation a little. I lerp vectors and floats regularly…I hadn’t thought of with a transform./ I’m still contused…Anyway you could post a video? Is this similar to the look youd see on a 3D zelda game? OOT or newer?
Interpolation with transforms is same. It has starting state and end state, 0 means starting state and 1 end. So if i have starting vector A(0,1,2) and end vector B(10,13,16) interpolation with k(0.5) will be C(5,7,9). Formula is
C= A+(B-A)*k where K between 0 and 1.
Reference for this blueprints: Blueprints - How to Add Camera Sway / Lag - Unreal Engine 4 - YouTube
I created a blueprint from the character blueprint and added a sprint arm component and a camera component, then made the camera a child of the spring arm. It’s setup with third person view in mind.
In order to get the camera to hang back when you start to move and then let the camera catch up to the character when you stop moving. Select the camera spring arm component (here I’ve named it CamSprintArm) and in ‘Details’ window, select the ‘Lag’ section. You can enable camera lag, and then select other options and play around to get the effect you want.