Hi all, I’m currently working on a football game that uses a cinecam to follow the play. The cinecam isn’t part of any BP in particular, just dropped into the world and set using a “set view target with blend” node. Once a player scores the camera is reset back to the position shown in the image, but as the crowd sounds are spatialised there is a jaring change in sound due to the fast reposition of the camera.
I thought about having another cinecam in the level that doesnt follow the play and blend between the two but the “set view target with blend” node doesn’t allow me to blend between 2 “world” cameras.
The camera is referenced and set in the level BP (see image), then set again once a team has scored and I’d ideally like to keep that functionality within the level BP. My problem is that as the target input on the “set view target with blend” node is the player controller, which is linked to one of the players it always wants to blend from there, instead of from camera a-to-camera b.
Is there a node I can use instead of the “set view target with blend” that will allow me to blend between two cameras that are seperate from the “player controller”? Thanks
It does. Put the cam in the actor as suggested in the 2nd post. Or use a single camera and move it between transforms. Either on tick or with a timeline.
I’ve attached a video of the issue. When a team scores the play is reset and so is the camera. But the sudden change of position causes an unpleasent jar.
That video just has the one camera. I can’t use another camera with the “set view target with blend” node method because when I try to blend from one to the other it blends from the player controller position, which is set to a spawning player on the pitch.
I’m assuming I can’t set my camera to be the player controller? and if I can I assume it would have an effect on the “playing” of the game?
It moves around to follow the football but because the football is reset to the centre circle instantly the camera follows instantly and the jump in sound is distracting/unwaned. I’m wanting a way to move the camera back to the centre circle over 1-2seconds so that jump is a drop-off instead of instant
Ok. The camera REALLY needs to be a BP. Sooooo much easier.
You can have two movement modes ( nodes ) in the camera BP. One is instant, the other is timed. When you want to move the camera ( are you doing that on tick now? ) you can let is follow quickly, or tell it to take a few seconds.
For posterity, I used a “VInterp To” node connected to an “AI MoveTo” node to move the players and ball back to their start locations gradually. This eliminated the snap.