Hello everyone. New scripter and new Blueprints user here.
I’m experimenting with cameras for a 3rd-person style game, and right now I have a working TriggerBox and CameraActor set up to switch from the 3rd-person follow camera to a fixed camera in the corner of a small room. ((When I leave the room the camera goes to the center of my Pawn, but that’s a problem for another time. lol))
Anyway! When my character enters the room, the player control orientation is still acting like the default camera, (being behind the character), so things feel reversed when trying to control the player during the new fixed camera. How can I get the game to set the controls relative to the new camera, and further more, how can I do it with a buffer of sorts, so that moving forward into the room does not INSTANTLY become forwards out of the room?
No one has any clue about this? I just want to be able to get the spring arm component and attach it to the forward facing vector of the camera actor, so the controls in the room are oriented for the player.
I am having a similar problem. With a third person character, when I switch to another camera view and then switch back, the character camera is no longer following the character but is centered in the pawn. Did you solve this problem?
After messing around with it for a bit, i figured it out! What you need to do is get the forward vector of the camera manager. But trigger it only when the player is on the trigger. In my case, i have another blueprint that has a camera actor and a trigger box. So that when i step on it, it notifies the player blueprint.
This is the default “Movement Input” group of the ThirdPersonCharacter event graph. The only changes are on the “Get Control Rotation”, replaced by “Get Camera Rotation”, linked in the input to the “Get Player Camera Manager”.
Don’t forget to change the default player index with something like “Get My Player Index”, in case you want to do some multiplayer games.
I feel like it’s an elegant solution. (don’t know if it’s actually that elegant, I’m only a few days old in Unreal Engine)
Sorry to necro this, but since it’s the top of google and still helpful, this is the typical implementation for UE5 when using the enhanced input system. I’m not sure if doing this instead of the third person template’s GetControlRotation node has any other side effects, but it seems to fix the problem.