I have this really cool flip animation and I wanted the camera to follow the head completely, like always look at the direction of the head at all times, I have it patented to the head bone but it still looks at the last direction I was looking before the animation, any suggestions? Thanks!!
Hi there,
Try this: add an empty actor to your level, renamed it, parent it to your characterâs head, and reset its location and rotation. This actor is going to be used as tracking reference. Then, select your camera actor in the level outliner. Go to details panel and look for tracking. Set it as auto, then select actor to track as the empty actor.
Whenever player moves, so the empty actor attached to the head, and the camera will follow.
That should work.
Hi, thanks for the response, but I donât see a tracking option, maybe itâs called something else?
Hi there,
In UE4, is look at tracking settings. Youâll also need to do a focus settings as well.
Hope that helps.
I think I didnât specify enough, I have a animation for a vault, for my parkour system, thereâs one of 3 animal that does a cool barrel roll in the air, so itâs not a level sequence, and since the player camera responds to my mouse movement itâs really weird, the camera is parented to the head what I want to do is when I do the animation center and lock the camera so it goes with the barrel roll, thanks!!
Apologies, I misunderstood your question. You can find the node âget player controllerâ and call âdisable inputâ right before playing the animation and âenable inputâ right at the end of if. In âpawnâ option, âget a reference to selfâ do the trick.
Disable input is called from get player controller node (that green generic function, so thereâs no need to cast to your actual controller BP, if any).
If you need to change camera location and rotation, you can get camera component and call âset relative location and rotationâ before and after playing the animation. You want to adjust the values to fit your camera frame. Usually, after playing the animation, default values are (0,0,0) for location and rotation.
Donât worry my explanation was pretty vague, I have disabled input so the player doesnât go flying while vaulting already but the camera stays in the direction that it was while entering the vault, so I assume even if I put 0,0,0 it will stay looking at that direcciĂłn.
Hi there,
No worries.
So, before playing animation, you want to set the location and rotation values. Itâs hard to tell, youâll need to experient with the values for your use case.
Now, the values (0,0,0) for location and rotation are just âresetâ values after playing the animation. I hope that makes sense.
Iâll try it later and get back to you thanks!
Hey, thanks for your assistance, found a solution, just set âUse pawn control rotationâ of the camera to false while the animation is playing it will completely ignore the player and follow exactly the parents movement!!
Thanks again.