Need help with my unlocked camera rotating

I would like some help on how to do my camera rotation and zoom when my camera is unlocked as none of them work as intended.

Underneath here is the video:
2022-09-20 21-33-58.flv (8.0 MB)






I have attached images that I think would be relevant to my problem. I look forward to seeing how I could solve this issue as I’m new to blueprints and i’ve just been looking at tutorials of how to do the stuff I want to do but not how to do new mechanics

Hey,
so could you explain in more detail what you want to achieve?
When you unlock the camera you want to rotate the camera, but it should stay in place? Or do you want some kind of RTS camera with moving and rotating?

What I want is for the camera to have the ability to rotate and zoom out when the camera is unlocked. When it’s unlocked, it currently makes the camera go funky if the main camera was rotated and you are unable to zoom out if the camera is unlocked too. So I basically want the unlocked camera to have the functionality of the main camera without the rotation changing when changing between camera

I added multiple functions to the camera
Press E Activate FreeMode
Press MouseWheel Activate Rotate
MouseWheel Zoom
W,A,S,D Move Camera Around

This uses 1 camera where you can switch between the default location and the free location (if you want to)

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Holy Moly, this is amazing. You went well out of your way to help me and I’m elated. I think there was only one bug from what I saw and that was the drag movement (hold mouse button down for continuous character movement) was bugged. Would you know what the issue with that is? I am already very happy though and I thank you. With your permission, would I be able to edit it to perfect it to my own project?

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You are free to do with it what you want.
Error 1:
image
Deselect HideCursor

Error 2:


This is missing

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Thank you so much for being quick, I will try it when I get home from work

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I want to thank you for this selfless gift, It is way more than I ask you and I thank you for it. I will not ask for anymore as I am very appreciative of what you have done

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If you still have questions, just ask :slight_smile:

Ah you’re too kind, there was two issues I did find if you’re okay about knowing them. The first one is about camera clamp (the camera can go over the characters head and below the ground, I tried adding it myself but my blueprint experience is horrible to be honest) and the other one is the unlocked camera doesn’t reset to the character after you lock it again so after you unlock it the camera is still back where you left it after you locked it so you could be miles away and the unlocked camera save point is left behind. (I’m going to learn how to do all this stuff after the camera, I can’t keep asking you for help haha)

The camera angle can be locked with this:


Where PitchMax = -10 and PitchMin = -70

For the position of the FreeCamera, that depends on your needs:
You could deactivate AlwaysRestoreFreeCamera. This way you can always position the FreeCamera starting from your character. OR instead of saving FreeWorldLocation for the camera you could save the relative location and then set the relative location later. So the distance of the free camera to your character stays the same.
image
image

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This has also been most helpful, I don’t think I have any more solutions for it. This is perfect for me now so I thank you. I do think I will take some time out to learn instead of using tutorials though because i’m not actually learning from tutorials or asking for help. I’m just copying which i’m not a fan of.

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Ah well unfortunately I have run into another problem and I do require your help again. I have tried replacing your zoom with another I had in my project since this one has a smooth interpolation along with a zoom limit but I’m it’s not working for some reason and I’m not entirely sure why. I have a feeling it;s because I haven’t hooked it up to your save defaults but still not sure.

Add this to EventTick:

Add this to EventBeginPlay:

And modify CameraZoom like this:

Now you can modify InterpSpeed and ZoomSpeed to get a smooth zoom.

Do you want me to remove what is already at event tick? Also what is at the end of that sequence node?

This stays also, that is the other output of the sequence

I may have done something wrong, I did everything you asked but the zoom still isn’t working.
I’ve sent it back as it would be quicker that printscreening everything. I don’t know how you were able to send a 300mb file but here the file back
https://drive.google.com/drive/folders/1iVeNrqyL6gK0WegUluFx1yzWXdsJjN9M?usp=sharing

Your project was empty. Here is mine (same link, but updated):

Oh i’m sorry, I didn’t realize I sent an empty project. The zoom is smoother but it wasn’t as smooth as one I had before so I tried implementing the one I had before using these blueprints. I also used these because there was a minimum distance you could zoom in so you wouldn’t zoom past the character if you kept scrolling in.
The file I sent back should have files this time
https://drive.google.com/drive/folders/1iVeNrqyL6gK0WegUluFx1yzWXdsJjN9M?usp=sharing


You have to do this:
In Unreal go to File => Zip Up Project.
Then upload this ZIP, then create a link from the zip. :slight_smile:
Your links show up empty for me :confused:
But I can try to recreate it