Slight problem with my blueprint code that just won’t do what I want. The desired effect is for the camera to
1.Check if the player is moving
a) If yes, wait a few seconds before the camera starts moving at the same direction as the player. No snapping but a smooth motion that lets it catch up.
b) If not, then do nothing.
Below I’ll upload the blueprint I have currently setup:
First) As you can see, the code checks if the players velocity is the same as “Char Standing”.
If it is then we do nothing. If it’s not we play the next custom event that will take us to the next image
Now, I do want to highlight the fact that this does exactly what I want it to do. The problem is that it only does it once. Once I stand still ingame and start moving again it won’t replay the timeline from the very start.
And yes, I know about the “play from start” pin. This does not work, setting it to play form the start will, for some annoying reason, not play the entire timeline track. Instead it waits until I stop moving before it finishes the track which is stupid.
Haha, sorry. Should have made it clear in my first post. This is a side-scroller. After spending a few more hours trying to get it right I managed to solve the problem. The fact that I spent 2 days on this issue is embarrassing in regards to the solution itself.
As you can see in the img below. The only thing I had to do was to “set the playback position”.
This basically solved it. Now it plays the track from the start then resets when my char stops. And you’re right, using a tick here would be best as I need this to be checked constantly. I will most likely change this as well. Though now I have another issue. With this setup the player will be able to nudge themselves off screen, why? Because the camera only moves when the char is in a state of “Moving” for a few moments. Nudging yourself will move the char but not the camera…sigh
I need to make it so that the camera, as soon as it starts moving, completes its objective which is to match the char in Y axis. Right now it immediately stops moving when the char stops moving. Solution is most likely quite simple, I just haven’t figured it out yet.
Also, yes. The delay or lag, as its called, on the camera boom is quite nice but that moves the camera as soon as I nudge the char which isn’t what I’m after. All I need to do now is to tinker with the formula and I think I should have it. Will update this post with the complete code once I’ve gotten it perfect. Still need to find a solution the aforementioned issue that arose after solving the first problem.