How to transition cameras correctly?

I have designed it to where my character opens his inventory the camera moves to show him crouching down. I use arrows as placeholders for the camera positions.


When pressing open inventory it does this correctly

When closing the inventory the camera completely freaks out and transitions back wrong

Any advice?

That’d be reason, most likely.


Is there a reason for the attach / detach? Why not just lerp between 2 local transforms. This is first person, right? No spring arm and such?

haha to be honest I have no idea how I missed that. Thank you so much

I still seem to be having issues after fixing it. The world spins around about 30 times and then goes back to the players camera.

Could you show / explain what are the dummy points between whom you Lerp attached to?

Just where the FPP camera is supposed to be and where the inspect camera should be

  • but what are they attached to? Can’t tell from the pic.
  • what is the reason to toggle Control Rotation?
  • what other requirements are there? anything related to the above?
  • why do we see two cameras - is this important?

The FPP camera is attached to the players head from the mesh and the inspect camera attached to none. If I do not use control rotation it will not move the FPP camera, and I detach the camera so there is no shake from the players head.

and yes there are two cameras

If you have 2 cameras, you can just blend between them. What’'s the point of moving anything? Do tell as I might be missing the point.

is that a new feature???

Set View Target with Blend is very, very old. But it might not be suitable.


Try to put myself in my shoes:

  • you’re trying to move 1 camera from PoV to another, fine :+1:
  • but you have a 2nd camera

See where my confusion is coming from? What is the 2nd camera for if you never switch to it?

Is this:

An actual camera you’re using as a dummy to get the transform from?

just tinkering around really. The second camera shows the player open the backpack but I want a smooth transition between the two, and thought I needed to use a timeline to move the FPP camera to the new position.

The most trivial (because it’s somewhat ham-fisted) way in this very setup would be to:

Add a Child Actor Component with a Child Actor containing just a Camera Component and blend between the two. It assumes you do not want to move or control any cameras during the transition.

and the inspect camera attached to none

This is not possible. The component is attached. You’d need to dig into transform inversion to solve it with math or toy with attaching / detaching but this can open another can of worms altogether. Depending on how complex the camera systems get, it may / may not be worth the fuss and you could rely on blending only. But we’d need to know the exact hierarchy of component attachment, we can’t see it anywhere above.

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Thank you. I will try this method

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