Spectator System

Hello guys…

I add a spectator system on my game…

All works fine but one thing doesn’t work

In the spectator camera only the look up and down doesn’t appear

Anyone knows how to make this appears on spectator camera?

Anyone can help?

Spectator system is pretty vague.
Do you mean a spectator that freely flies around like a ghost?
A spectator watching in third person view?
First person?
More information would help people help you :slight_smile:

i want a spectator like battle royales games have… i make it but i have trouble hit look up and down in camera. I want it for third person game

I think no ones know… Difficult situation

Perhaps you could explain the above. Hard to wrap one’s mind around it.

Perhaps a video with an example with what you want? Not everyone here plays battle royales games.

Sorry for my fault,

I want to tell that i maked a spectator system that spawn on killed person… The spectator camera follows the killer character mesh… All works fine but only one thing doesn’t work… This thing is the camera up and down rotation… I can see the move of killer player, the rotation on camera on left and right but i cant see the the move on camera when is up and down…

Okay i will make a video with my game and what is problem and i will upload

Did you try enabling “Use Pawn Control Rotation” of the camera settings in your spectator pawn?

Yes i try enabling this and nothing happens with up and down look. only changes how camera rotate

How are these set up:

Annotation 2020-07-08 184344.jpg

I have this settings

1.jpg

Okay lets start from begining. I have these blueprints on my third person character

And yet on player controller i have these blueprints

Very difficult situation

Look into using SetViewTarget() and SpringArmComponent’s.

Thanks for reply…

I maked little changes… I set view target with blend for get spectate without spawn an actor with camera inside… thats give me the spectate system that i want but with some lag… maybe has anything for fix the lag?

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You’re right I’m having the same lag you’re talking about and I guess that’s because SetViewTarget() makes the root component which is the capsule as the ViewTarget and not the mesh, and the way the CMC works, the mesh is what gets smoothed and not the capsule. I’m not sure if what I’m thinking about works, but I guess the solution would be to make a custom ue4 build source that supports setting UActorComponent as ViewTarget and not only AActor.