Hey all, I’m trying to replicate the portals seen in Portal/2 using scene capture cameras and render targets but I’ve come across a problem.
Currently The camera continues moving once the player has stopped,
I have the movement clamped because otherwise, the camera will continue moving infinitely until the player moves the other way.
Here’s what I have currently, I have looked up on this a fair bit but so far I’ve not found anything that has really helped.
I’m hoping to do this mostly through Blueprint as I’ve got little to no experience with C++.
Any help on this would be appreciated, Thanks.
Hi,
**Take a look at this thread.**This may help you get something that is a little smoother for what you’re trying to achieve. I’ve not used his setup personally, yet, but it appears to work really well.
Give it a shot and let us know how it turns out!
Tim
I was looking into that last night but found that it only caused a black screen.
I’m not sure why that is but after some testing I just couldn’t seem to get that working.
I’ve got a few ideas on what I need to do to get my current method working, it’s just learning how to go about doing it.
Do you know if it’s possible to change a camera FOV through blueprints at all?
I’m thinking that I’m going to need to change the FOV based on how far away from the door the player is as well as moving the camera.
If I find the time today I’ll see if I can try and throw together the guys tutorial and see if I can get it to work.
Not sure exactly how to setup the Camera FOV through BPs off hand.
Using a get camera variable you can drag the pin off and go to Variables > Camera Settings > [camera settings] to find a setting you want to set.
Tim
Ah ok, Thanks.
If you do get a chance to look into it, could you put a link here if you make a thread about it, I’d like to see what you manage to do with it.