Is it possible to move the camera with verse?

Can you take over the camera so you could come up with your own camera system?

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Custom cameras are only supported in cinematics at the moment, but more powers are on the long-term roadmap.

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Can you scrub the cinematics playhead arbitrarily? ie, go to and stop at a certain time

At the moment you have to use the cinematic_sequence_device which only has support for Play, Stop and Pause.

I dont think these people really know what they are talking about… this is 100% possible given what is written in the docs. You can put any children objects under a verse scriptable object (aka camera object) or just get the camera object remotely using cinematic_sequence_device and then verse has the function MoveTo but i have not been able to get the arguments to work yet

How would you get a reference to the camera? It’s not listed in the outliner.

“but i have not been able to get the arguments to work yet”
“I dont think these people really know what they are talking about…”

Maybe, just maybe… they do know what they are talking about? If you’re doing stuff you weren’t meant to do in the first place through hacky means don’t blame anyone else if you have issues in the future. If you’re not supposed to do something yet there is probably a good reason.

In fairness the community always finds interesting and unintended ways of making things work so I’m sure there will be many examples of people finding workarounds for features we don’t officially support yet. It’s always exciting to see what people can come up with.

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It’s possible to move the cinematic camera with verse by attaching it to a prop that’s moved by verse. You can use a level sequence to switch to cinematic camera.

I’ve been able to make cinematic camera move with the player character in a pseudo first person mode. Camera yaw will follow player rotation, however, camera pitch doesn’t rotate with player’s aim rotation pitch, just the weapon. You still have the weapon shooting at center of screen regardless of where the weapon is aimed.

I don’t think it’s possible to make a usable first person camera with current subset of UE features exposed. Top down camera could possibly be made to work for an experience that doesn’t involve shooting. There doesn’t appear to be a way right now to prevent weapons from always firing towards center of the screen.

Lyra has ELyraAbilityTargetingSource that defines where the firing ability starts and ends it’s trace, i.e. from weapon muzzle forward, weapon muzzle to camera, pawn center to camera focus, etc. Fortnite likely has something similar since Lyra seems to be derived from a subset of Fortnite code. Hopefully we can get direct control of camera, and weapon targeting in UEFN in the future to support experiences with alternative camera and aiming.

I think a lot of us are interested in custom cameras. Hopefully support for that feature can be prioritized in the road map.

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That’s interesting.

How do you attach a cinematic camera to a prop?

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You can attach cinematic camera to a prop in the Outliner.

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Thanks. That worked.

It’s not smooth at the moment (and I’m not sure how to get it smooth!) so that’s my next task.

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Lerp it.