I think the problem is putting the render target at the hit location. Have you tried using the normal at the hit location, and backing off a bit to get away from sharp edges?
No, thinking about it, normal might look weird, because you want the render target to always be looking at the camera. But backing off some distance ( along the camera vector ) would be the answer, I’m thinking.
Thank you for your reply!
As your opinion, I tried to implement the backing off some distance along camera vector function,
I don’t have a clue…
If you don’t mind, can you explain roughly how to implement it?
This was the best way to do it,
But I don’t think this is right
I made sure the X axis is in line with the target to avoid having to do any transforms.
The idea is to only move the target along the camera axis, so it’s always facing the camera. I was wondering about object location - bounding box, but that doesn’t work for large objects. It turns out, just moving the target back along the camera vector a little seems to do the trick.
May I change the render target disc to SceneCapture2D?
And if you don’t mind,
I’d like to see Start and End Pin on the “LineTraceByChannel” part of the picture you sent me,
Would you send me the picture again?
I’m sorry to keep letting you use your time from the standpoint of help…
I think you still have to point the SC at the camera, otherwise it will look weird. You would need ‘look at’ for that on the disc ( if you’re using a disc ). And that’s when you need the X axis setup like this, because ‘look at’ points the X axis.
I’m trying to create and implement an additional camera
Is it possible to implement it by adding a camera component to the character BP that moves where the mouse moves, and adding SC to the second camera?
I tried it, but the desired result didn’t come out…
When the camera and SC movements are implemented through the mouse cursor,
clipping continues to occur.
This BP is a controllable camera BP.
If I run it through this, it came out as shown in the video below.
If I ignore all of the above BP and try as you told me,
I can see that CLIPPING is not happening the way I want it to,
that is, it comes out the way I want it to.
Let’s say you move the cam using the mouse. You find the location you want to put it at.
Then, from that impact point, you can get a vector to the the main camera. It’s just location A - location B. This also gives you the rotation ( forward vector ).
Now you can make the SC face the camera, and move back along the camera vector a bit to avoid clipping.
Now we need to make it face the camera. Like I say, there’s a vector from the impact point to the camera. We can get rotation from that, to make the disc face the camera
We also need to get it away from the objects by a certain amount, in the direction of the camera. We already know the vector for that, we can normalize it so we can add it to the location