Hello there!
I’m on a “quest” to replicate the camera movement system used in games like HayDay. So far, I’ve ended up with something that works… just not quite right. Here’s the motley crew I’m working with:
- BP_GameMode: The basic blueprint that ties everything together for testing.
- BP_PlayerPawn: Equipped with a spring arm and a camera (fancy, right?).
- BP_PlayerController: The troublemaker of the bunch.
Despite my valiant efforts, the result doesn’t quite match the smooth, buttery movement of those other games. I’ve scoured the internet, and even asked the almighty GPT for help, but all I got was some extra bugs for my trouble.
Attached is a screenshot of my current movement setup. Any help you can throw my way would be amazing—I’m about to offer up a sacrificial mouse to the code gods at this point! Thanks!
Edit: when I took the screenshot the “Get Controlled Pawn” node wasn’t there, but I do use it with it, in order to apply the location.