RE: Pawn Capsule & Forced Camera Movements

Hey All!

I’m working on a first person project and have a couple of death animations implemented. Everything works good, but there are a couple of things I need to get straightened out. The first is the player’s capsule—when the player “dies” and falls to the ground, the collision capsule maintains it’s position, obviously. I’ve previously seen a workaround for this, but can’t remember for the life of me where I found it. Also, I’m trying to find a viable way to have the camera follow the player’s head. So, for example, when the player dies and lies on his back, I’d like the camera to follow the head rotation so it’s looking upward. I’ve accomplished this with using the spring arm and playing around with “Use Pawn Control Rotation,” but haven’t found any solution that works properly.

The second question may be a bit more for animation, but I decided to ask it here rather than opening multiple threads. I need the player–when attacked from behind, the side, etc.–to face the attacker. A “forced” view, I suppose. I’m assuming I would handle this in the AI Attacker’s “Kill Player” function via casting, but I’d like to hear some other opinions on this.

I have some grisly surprises in store once I can get these functions going and would love to share it here! Any guidance is greatly appreciated.

-M

PS: Not related to UE4, but how can I change my preferences to receive e-mail notifications whenever I get a response to a thread on here? I can’t seem to find it anywhere in my preferences. Thanks!

Attach it to a socket attached to the skeletal mesh’s head bones.

When killed or when attacked?
If you just want to rotate the player to face a particular direction you have a “FindLookAtRotation” node. You plug in the Player and the Target he’s supposed to face and then you set its rotation to that value (or your lerp it).

Hey, thanks for the reply! I’ll give the FindLookAtRotation a shot! I’ve had the camera attacked to the head bone of the mesh. Attached a socket to the headbone for the camera and attached the camera to it, still the same result. It’s as if the Camera’s rotation is fixed when the input is disabled. I’ll try making the head/neck bones move independently with the camera rather than the whole mesh and see if that works.