I haven’t quite cracked the code on how to get the camera to rotate with the character’s head during a montage.
The character mesh is the parent of the camera, and the camera is attached to the head socket.
I would like for the camera to follow the head movement when the character is for example leaning forward and looking down.
The goal is to create true first person movement, and make the montages feel interactive too. Some forums have suggested to turn off “Use Controller Rotation” but that has not worked for me.
I found this article that can show you what I’m trying to achieve (the GIF where the character is falling and lands on the ground), but its c++ which is beyond my knowledge.
Hey, I think you could use the fort_character.GetViewRotation() function to retrieve the camera angle of the player.
But since you’re playing a sequence it might not work great, because the player seem to be aiming at where the sequence is aiming (infinite loop then?)
Anyway, if your going for FPS gameplay (not only in montages), I don’t believe you should do this, UE5 is not UEFN, and cameras are hard to control right now, it either feel stuttery or laggy, so going for an FPS view seem suicidal
Also you can already do this by placing a Blocking Volume on your map
And sorry, I don’t know how this post ended up in the UEFN section. I didn’t add the tags so I must have been in the wrong forums… I will repost it in the correct forums instead, thanks for trying to help though!