Yeah that’s what i thought, the camera blocking volume will block the camera but for horizontal movement it wont work very well. I tried implementing my approach, but with hardcoded values like:
And it works perfectly:
Yeah that’s what i thought, the camera blocking volume will block the camera but for horizontal movement it wont work very well. I tried implementing my approach, but with hardcoded values like:
And it works perfectly:
Got your logic, gonna try to make it into c++ and see if it works
It worked, it’s just too abrupt, I’m gonna try some things to smooth the transitioning. Thanks a bunch!!
I came up with the following solution
if (GetActorLocation().Y >= 590)
{
CameraBoom->DetachFromParent(true, false);
this->bAttached = false;
}
else if (GetActorLocation().Y >= 570 && GetActorLocation().Y < 590 && !this->bAttached)
{
CameraBoom->AttachTo(RootComponent);
}
It’s just the way I wanted when you get close to the wall, however when I attach the CameraBoom (which is the SpringArmComponent) back into my Actor, the camera just bounces off to a completely wrong location. I’ve tried dettaching the SideViewCamera and reattaching it, but the problem persists. Any ideas?
Okay, got it working, I just added a few more arguments to the AttachTo function and it’s working like a charm ![]()
Good to know
Please mark the answer as correct and upvote if you’ve found it helpful ![]()
Ran into some problems when jumping whilst making the transitioning, I’m gonna find a way to get it working.