How to make normal First Person in Game Animation Sample 5.5?

So, im newie in Unreal, trying figure out how have corectly make a FPS in GAS 5.5 project from Epics. So, i check some tutorials on YouTube and this not that what i want. Most of them use aim condition for turning in place when you turn your camera, so i don`t think this is corect for my own project. Also, if you made changes what tutorials say you to do - you have some bugs(Camera turn around body when you move it to fast, but your head and body in the same position). I make some changes in ABP_Sandbox Character(func ShouldTurnInPlace) and off some node in CameraRigPrefab(So, when camera attached to a head bone you have same result like in tutorials). But anyway i have some bugs, like in YT vids. Like i said you turn around body…





As result we have that when changed TurnInPlace:

I tried turn off Boom Arm node, so after that: when you move your mouse - head moved in that position where camera should be in, like in standart 3rd Person. But its so lagy and have blind zones for your camera when you move your mouse too fast - your character stars ??twitching?? I tried make some changes in RootTransorm to make its interpolate, so character feels not that lagy, but anyway he is… This solution also have some bad things like diferent mouse sensivity by axes. That`s i think couse now after my changes your head move faster in left and righ. Anyway, when you turn off Boom Arm node you camera start shaking like during the earthquake when you start run or sprint.

Sorry for my good English, im not native eng speaker. So, maybe i make some stupid mistakes, but i need some help. Maybe i need to delete this new default GameplayCamera and make new one by myself? Also in both decision i have cliping. i know i can make capsule much bigger, but its not for me. I know most of clipping starts when you walk/run/crouch in to the wall or another object couse you`r animation put your head out of the capsule…

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Thanks for the guide, you can fix the movement issue by disabling camera lag.

Thank you very much.

how can i disable camera lag?

In deatils of SpringArm

Hi there, I had the exact same issue trying to make the GASP 5.5 first person for a while now, and might have just fixed the issue (after it gave me a headache for a week). Thought I’d try and help you out too, if you still needed it. At the very least it might put help put someone in the right direction? Some things to note:

  1. I did set the “Wants to aim” condition to true for my project. Not sure how much this matters, but I found it to work the best.
  2. I completely removed the new “Gameplay” camera and just used the old regular camera. There’s some good tutorials for this on youtube. I was never able to get good placement like you with the new cameras, and ultimately didn’t want to use anything experimental. Again, not sure how much this matters in the end.

So to Start, I made a rotator variable in CBP_SandboxCharacter for easier casting later on. Make sure “editable” and “expose on spawn” are ticked on

variable

I set it with a “Get control rotation” node after the camera input logic. Mine looks a little different from default, but just add it after the controller yaw and pitch input.

Most of the logic is going to be in the main Anim graph ABP_SandboxCharacter (The one that looks like this)

You’re gonna wanna cast to the player character, using the rotation variable from earlier. From there just break the yaw and Rinterp it to a Transform Bone node. Make sure the transform node is set to the root bone, and the rotation mode is set to “replace existing”

Make sure this is all done after the “Pose history” node to avoid issues. Then simply connect the Transform Bone logic into the output pose. This was my final result:

No matter how fast I turn, the body never falls behind like before. I know my setup is a little different from yours, but it should hopefully work about the same. Good luck!

Edit: this breaks a little of the aim offset, and makes characters rotation instant, instead of only after turning 50 degrees like normal. If anyone finds a better fix, i’d love an update

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Do you have any new updates? I’ve implemented your system and it’s working great, but the turn-in-place animation starts with a delay of about 1-2 seconds when rotating the camera.