Hello once again, I was wondering if anyone could help me out with my custom camera blueprint.
You see, I’ve been using a custom blueprint that that establishes a dead zone that keeps the camera from moving when the player jumps, based on tutorial video I found on YouTube:
The setup from the video works perfectly for keeping the camera from moving as long as the player is within the dead zone but creates a problem.
That problem being that as you can see in screenshot above, the camera is now positioned in a less than desirable way than from the player character’s starting elevation.
So to fix problem I’ve been looking into platform snapping. If you’re not similar with the term ‘platform snapping’, Game Developer article [Link] defines the term as when the camera repositions itself relative to the player’s location when the player is standing on solid ground above an invisible boundary line, as seen in these examples:
I realize that sounds like a lot but the thing is that the ‘dead zone’ camera blueprint I’m currently using already has something like .
If the player character jumps up when they’re at a elevated position then the camera will move upwards, repositioning it into a more desirable position.
The problem however is that has to be done manually with the player jumping when I want I want the process to be automatic.
The camera should automatically move upwards when the player is standing on elevated ground.
However, in order to accomplish I need help as camera blueprint is rather complicated and I don’t really have the knowhow on how to get the camera to work the way I want it to.
I’m fairly certain that triggering the camera’s movement will involve using the Event On Landed node which I’m already using in my character master class blueprint.
But beyond that, I don’t know how to go about creating the invisible boundary or actually moving the camera once its triggered.
As always, any help whatsoever would be greatly appreciated!
Event graph:
Construction script:
New Y value:
New Z value: