I’m trying to make a game where the player is able to fully move from location to location while the camera in the BP_ThirdPersonCharacter teleports to fixed locations to see the next location when you leave the previous. The problem is that I’d like to figure out if there’s a way to make the movement dependent on the camera orientation so no matter which direction the camera is facing W will always be to move away from the camera and S will always be to move toward the camera. I feel like making 2 Trigger Boxes that change the Movement Input and overlapping that with the camera Trigger Box would be effective but time consuming and potentially more taxing on peoples system which I don’t want. Does anybody know a solution to this in blueprints??
So if i understand correctly, the player can inspect a portal by TargetBlend a camera and be able to only move forward+backward.
You can use a boolean InspectMode and set it to true when you start the inspection, and then off when the player exit the camera blender to return to it own character camera.
And switch to another mapping context with enhanced input only allowing W and S (inversing them) during the inspection mode.
I figured out what I think is the least time consuming and most node light way to do it since I’m teleporting a single Follow Camera.
Make sure to either type Get Socket Rotation and scroll to look for it or type Get Camera Rotation (make sure there’s spaces if you search camera rotation as the words Follow Camera are seperated by brackets).
I think I found a good solution for what I’m trying to accomplish (posted in a comment). I appreciate the response a lot, it gave me the bit of info that I needed to figure it out. It’s surprisingly simply but the search feature made it a bit harder for a noob by not displaying something that I feel like it should have. Will leave this question unanswered just in case someone wants to dive deeper into your solution and confirm if it works in here.