I marked as C++ Programming cause I am trying to use C++ as much as possible as a way of getting a better knowledge and feel of the language.
Okay, first things first, I’m gonna explain what I want. I am making a platformer game, much like the Megaman X series. In those games the camera follows the player around, almost every time making the player character stay around the middle of the screen, however, when you reach, say, the ground or the corners of a room, the camera stops following you and remains static, as to not go out of bounds.
Hey there, i would probably do something like this: I would maybe define a box component that would serve as the bounds for the camera’s position (so that you don’t have to hardcode values). Then on the camera’s actor tick i would be clamping it to be inside the bounds.
The box collider is not supposed to collide with camera, it’s just a way to define in 3d space the place where the camera can move, you have to defined that in the tick. I know the camera is attached to a spring arm, but is that on the players blueprint?
The camera is attached to a Spring Arm. It’s the default from the Sidescroller template. I tried using the box collider, but the camera still clamps inside the invisible wall I’ve put there for it to collide, trying some different stuff now