Hi!
Simply put, I have a problem with camera transitioning. Why? Because I have two different characters that I want to switch between, one flying and one walking, and the player can transform between the two.
So why don’t I use just one character blueprint? Because the flying guy needs to be a pawn and the walking one a character. So the switching is done by killing one guy and spawning the other, and here is where I run into trouble; I can’t seem to make the camera transition smooth and non jerky.
Here are the different solutions I can think of:
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Send over character and camera transforms to the other character when I switch and set them with a function or so (This is what I’ve been trying to do this far. I have something kind of working but not really)
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Make a separate camera blueprint that follows the characters based on which one is currently alive (This seems like a good idea but I’m not sure how I would go about this. How do I setup the whole follow behaviour?)
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Build in the walking character into the flying character by simply trying to replicate “character movement” in the pawn, and change what the controllers should do with a couple of booleans.
Has anyone done this before? If so, please post your solution. Otherwise, does anyone have an idea of how I should approach this? Any help would be greatly appreciated!
/Felix