Everynone
(Everynone)
June 13, 2021, 8:53am
4
You could use the Camera Manager to override whatever the camera is doing:
The camera manager is literary both, a brand new camera & its manager. Disabling *Auto Manage Active Camera Target *will make the controller ignore any cameras that might be attached to the controlled Pawn and give full control to the Camera Manager (and its own camera).
From now on, you need to provide methods for your own camera movement, this is done by returning values from the overridden *Blueprint Update Camera - *the Return Value tickbox there is key!
In order to pull off a Springarm-li…
Not plug and play, you’d need to provide explicit data for the camera. But it gives you quite a bit a of control over the behaviour.
I want the camera to follow my player vertically but not horizontally.
For something a wee bit more ham-fisted yet perfectly serviceable:
One note here, if the camera is tied to the level rather than to the player, it might be better to turn the camera into a stand-alone actor to avoid issues further down the line.
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