Hi everyone, I recently played Little Nightmares, a game made in UE4. I couldnt help but notice how awesome and responsive the camera is in this game, here’s a link to the first level to give you an idea of what I mean if you’ve not played it.
I’m wondering how a camera like this could be created with blueprints, since we all know just sticking a camera to a spring arm is pretty boring and unintuitive.
The main features I’ve picked up on are;
- Some swaying, like a boat to make to make the setting of the game more believable
- Smooth rotations to the camera to look slightly towards some objects (I’m not sure if this is shown in this video, but it usually happens when something major happens, like a monster appearing in the scene)
- Following the player per room
- Ability for the player to look around, feels like you’re ‘throwing’ the camera and it smoothly springs back
From my experience, I doubt this was done using a spring arm, but it may be possible by doing a lot of calculations. I’ve looked into player camera managers, although I’m not sure if this is necessary for something like this (I don’t have much experience with this either - there doesn’t seem to be many tutorials around).
Feel free to comment on any of this! Any input is much appreciated. I also reccomend checking out the game if you haven’t already it’s an excellent example of what UE4 can do.