Alright, so, following advice given by OmaManfred - I was able to get past my primary issues. He taught me a ton with casting and event handling. I am attempting to replicate the camera that is seen in Rocket League. Additionally, this project is merely for educational purposes and I do not intend on monetizing from others ideas. I am trying to learn camera tricks so that when I am ready to release a title of my own, the camera movements will be captivating.
So this animated gif shows what the “Rocket League Camera” does in gameplay:
(My apologies for the delay for those not in the US, these gif files are relatively large)
80mb
Currently, I have the Player Controller which handles the camera which is being referenced in my vehicle blueprint. Additionally, I am pulling ball actor’s world location to derive the appropriate rotation for the camera to keep it locked. The problem is that the camera location offset I have added keeps it locked in its position and it does not orbit the car in the same manner. I know why this doesn’t work but a clue on how to solve this is what I Really need. I’ve tried using spring arms with no luck.
This is what my camera currently does. You’ll notice it drive out of frame.
And this is an animation that I have drawn to illustrate (not precisely but you’ll understand what I mean) what I am trying to achieve. I need the camera to pivot around the car, keeping both the car and the ball within line of sight. I am not sure how to offset the camera location to account for this outer spherical orbit.
This is what the vehicle blueprint looks like: