I’m making a 3d side scroller. In some areas I want the camera to follow the player while moving horizontally, but restrict the Z axis so the camera doesn’t move while jumping. When I use camera blocking volumes, the camera zooms to the player (due to the spring arm), and I can’t find a way to avoid that without disabling collision checks on the camera. If I don’t use a spring arm I can’t restrict the rotation of the camera and everything goes south.
Using blueprints I’ve been able to set up everything so it should work (trigger volume, variables, etc.) but I can’t find a way to restrict the actual camera component.
Thanks for your help,
- In your area, place a trigger box.
- On begin overlap, you
have to spawn another “temporary
camera” in your level and Set view to
- Each tick copy X and Y “camera
character” location to your
“temporary camera” location → Z value will be
- When you exit the trigger box (end overlap),
destroy the temporary camera and Set
view to your “camera character”.
Good luck =)
Thanks for your response, I’ve got it working for the most part. I’m just going to have to do some tweaking from here. Thanks again for your help!
You are welcome @EtCetera,
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