Infinite loop detected. Blueprint: BP_WeaponAimMaster Function: ResetFPSTimeline Call Stack: Show. when I click on the error it brings me to specify the reset FPSTimline call function Reset FPS TimeLine
Infinite loop usually means that your ResetFPSTimeline function somewhere calls itself over and over again.
But generally speaking, I recommend you to use Camera Modifiers for things like that instead of manually changing the FOV with curves..
For instance a Camera Modifier can set the FOV to 120 but you set the Camera Modifiers’ Blend In/Out time to 0.6 seconds which will result in a smooth transition all without any curves.
Ok Could you tell me how to do that. That would be amassing or point me to a video on how to do that thank you
This video should cover the basics. (Its UE4 but it works the same in UE5, but you have to return true in the function that you override inside the modifier, in ue4 that didnt exist afaik)
Honestly i do not understand it from my understanding I’m supposed to make this in a camera manger and then add get player camera manger and add new camera modifier somewhere in my BP_WeaponAimMaster
Hey, no problem.
Here would be an example for an extremely simple camera modifier for zooming in and out.
This is the camera modifier class:
I set the Priority to 0, so it is the most “important” modifier.
Additionally I set Alpha in & out Time to 0.2 which is the time it takes to blend this modifier
Then I implemented the BlueprintModifyCamera function and used the “Alpha” variable to lerp between the default FOV and the FOV that I want to have when zooming out.
(The alpha is an inbuilt variable and automatically gets blended between 0 - 1 based on your blend in & out time).
Then inside the character blueprint I made a little logic that adds the camera modifier when i press the key “N” (or activates one if I already have that camera modifier)
And when “N” is released, I simply call “Disable Modifier” to make it blend out again.
The final result would look something like this:
I hope this helps ![]()
No this is generally not good practice.
You don’t want to have multiple cameras on your pawn.
You can either achieve this using camera modifiers (as I showed above) or you can go with some Camera Mode setup.
You can checkout Gameplay Cameras or how Lyra handles their Cameras.










