Link to test footage: https://www.reddit.com/r/FortniteCreative/comments/1jphcdn/test_footage_of_3rdperson_controller_im_working/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
I’m working on a 3rd-person controller that allows the player character to look in the direction of their movement and use an orbit camera but face the direction of the camera is facing when aiming and shooting. There are however some bugs I’m still having with my current setup.
The current setup is made using only devices. I’m using the third-person control device as the primary controller. I have input triggers set up for both aiming and firing. Both triggers remove the 3rd-person controller forcing the character to use the default Fortnite controller, but the aiming trigger also affects my added orbit camera. Unfortunately, this method of changing controllers creates dropped frames as evidenced by the slight jitter when changing views.
The biggest problem I’m trying to get around is the delay in which the character turns to face forward when switching controllers, especially when shooting. From what I can speculate, the shooting function and animation are called first and need to finish before facing the desired direction. There are three possible solutions that I can think of for this: (1) change the order in which the commands are called pushing the shooting further down, (2) add a delay to when the shooting function and animation occur, and (3) add animation blending when switching states. But I don’t know how to implement any of these in UEFN. The first two would require altering the script that controls firing, but I don’t know where to find that.
If anyone has any suggestions, I’m open to hear them.