I have a cutscene in which player’s view changes from the player’s camera to cutscene’s camera. Unfortunately, after I try to move te camera back to player it changes it’s position from 0, 0, 60 to 0, 0, 0 and causes player’s perspective to be lowered. I tried using “add local offset” to put it back, but it didn’t seem do do anything. Anyone knows how to fix this?
FOR ANYONE READING THIS IN THE FUTURE: The problem was in delays. Camera change was after a delay and the delay wasn’t long enough and collided with my cinematic camera.
I just tried this, and it works fine.
Is there definitely still a player to ‘re-inhabit’?
Yes. The player is standing in place throughout the entire cutscene. Why would it just randomly dissapear?
People do all sorts of weird stuff without mentioning it
Which engine version?
5.1. I sometimes forget to write it down in the post.
Sorry, can’t make it happen. It always goes back to the correct spot.
I don’t want to take too much of your time, but I you can paste you my blueprint. It’s very messy though, since it controls cutscenes, actor position, sounds and I’m currently debugging it.
I took a quick look. I think your code is causing the problem
Any node with this
is called ‘latent’
Any time you put nodes with latency in a sequence, the engine immediately goes to the next piece of the sequence. It doesn’t wait there until the node has finished.
If you look at your code again, bearing that in mind, I think you’ll find it doesn’t work
But that’s the point, isn’t it? The object is supposed to play sounds and control the cutscene at the same time. The point is that is all plays at once. I don’t see how that’s supposed to change anything? Everything else works perfectly. I have no idea what do you mean.
Ah sorry, my bad then. I saw the sequence node and the delays, and assumed you had a ‘this then this then…’ scenario in your head.
For instance, you’re teleporting the character, during the sequence, how does that make sense? Is that right? ( could be )
Leftover code. I wanted the player to end up where the camera was after the cutscene, but it didn’t work, so I ended up not doing that. never bothered to remove the node, since it didn’t change functionality of anything.
As to how it makes sense, you tell me. Googling any kind of UE question nowadays keeps spewing out the same 5 videos ad nauseam no matter what you search for and asking questions anywhere except here usually ends up with me being called some euphemism for an idiot by a person who doesn’t know how to solve my problem either.
Ok, makes perfect sense
I see others having this problem, and in those cases it turns out to be the cutscene.
You can’t blend back to the character until the cutscene has finished. I don’t know if that’s of any slight help…
nah, i did unplug this node a few times during testing and didn’t change a thing. I just left it there, because it didn’t break anything and I might fix the teleportation problem in the future, so might as well keep it as a reminder, but removing it actually doesn’t change a thing as far as my testing goes.
Honestly at this point I’m pondering just paying someone 10$ to fix this for me, because it’s been 2 weeks of 3 different forums and not a single person (who was willing to help) has any idea why it breaks the camera position.
If you make a new empty project and just migrate a minimal level with this setup in it. Then put it on google drive or somewhere similar. I’ll take a look ( you can PM me the link ).
Never-■■■■■■■-mind I closed the editor and opened it again and it stopped working. How does that even happen?
I am so tired…