I can't get the camera to follow the character movement.

Amazing, thank you so much now the camera is finally rotating. I have been trying to figure this out for two weeks :sob:, This is my first time using the blueprints and now I think coding is easier :joy:.

I still have a weird movement with the camera, but at least now it is rotating. I will try the option you suggested and give feedback. Thank you so mucccchh

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I have tried adding the code you posted. It doesn’t work for my case right? it needs modifications for my special case I guess. Currently, it changes cameras according the the box I enter but the camera isn’t rotating. I can not do the previous modification you sent here because it is different nodes.

it needs modifications for my special case

Indeed. I posted it before we discovered your char was a physically simulated worm :smiley: . Fret not, in case you want to take advantage of what I suggested:

Ok, now it is rotating, but there is a strange camera movement. it is shaking with the movements. with every click for movement it shakes.

See here is a video :

Before we go deeper into this, could you explain / show what the character really is and how it’s supposed to move? Could we see the component hierarchy?

I see this:

But it would be nice to know what we’re really dealing with.

If you:

Does he still get the shakies?

of course, its way of movement is quite complicated. But the entire movements happens while the character is laying on the ground. (can turn his upper part left, right or up). can push forward, can raise his waist.

There is the part I sent previously. Do you need it?

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So you prod the mesh with Impulses and there’s physical animation on top. Got it. Neat.


See (above) if removing rotation translation helps with the odd oscillating movement.

In case this still feels jittery, could you shoot the same clip but with:

image

It would be interesting to see where this mesh is actually going with those 2 systems affecting it.

I tried deleting the two nodes you mentioned before. And changing the rotation to Absolute Rotation, but it changes nothing. Still same result. Let me try your latest suggestion.

What do these do?

image

Are they like repeaters, they keep applying the impulses?

Well, to move the character you need to keep pressing the push button multiple times because it gives a small push only. Can you tell me what exactly you want to see in the video ? output log?

keep pressing the push button multiple times because it gives a small push only.

Got it, makes sense.

Same as this:

image

But I want to see the actual location of the mesh confirmed by the debug sphere. The camera aims straight at it but the cam wiggles more than the mesh moves, right? Which is odd. Not sure where this extra movement is coming from.

Looks almost like a Camera Shake effect?


Also, if we’re not using the transform:

The rotation node should be World, just to avoid confusion. But it will have no other effect otherwise.

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After I added the nodes to the character’s blueprints, Here is what’s happens when test :

Does is shake in a way that could explain the camera movement? The still looks a tad odd but does not tell all that much. The camera points at this:

image

I wonder if it would be better to point the camera at a particular bone.

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Is it possible that the camera look at the character as it is a whole object and move only with his direction when he turn or when he goes to corners and becomes hard to see if the camera is not rotating? Currently, it is moving a lot with every key I press and it shakes weirdly. I guess it is because my character movement is different. What makes this complicated is the physics based movement I guess :broken_heart:

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How would we make the camera point at one bone? maybe this would solve the issue.

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That’s what was happening when the camera was not rotating. It was looking at the whole object (centre):

The capsule is the root of the character. If I move just the mesh… well, the character stays where it was. So we want to look at the mesh since that’s the moving part. However, since it’s a skeletal mesh, it has a root and many moving parts worming around.

Let’s say I wanted to camera-track Quinn’s left pinky:

Give it a try and do tell if that’s satisfactory.

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Amazing!!! I chose the feet bone because there are the most steady bone and now it is working just great. Thank you so much you have really been a great help for me and your effort and time are highly appreciated.

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In case things get too wiggly at some point, you could consider additional interpolation to the camera rotation, too. Either a springarm rotation lag or even vInterpTo during tick. It would help out with smoothing any big swings.

Good luck!

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