Hello my fellow unrealists. I am trying to come up with a way to replicate the “sticky camera” in the ole classic Splinter Cell games where you equip a special weapon that will shoot a camera that will align to the surface it hits and allow you to switch to and control the sticky camera.
I am able to do most easy to mid-difficulty concepts in UE but this one has me a little stuck at the moment (pun intended).
FYI, I do not know C+ so I use BPs.
Here is some info on what the “sticky cam” does in the game if you might not know:
The first few Splinter Cell games were created using UE, maybe a modified version but still the same code base, as far as I can tell. We should be able to replicate this, yes?
I imagine that we:
- Trace for hits on world static objects, either a custom collision default or use ‘visibility’.
- On return hit success we can spawn a camera at the exact location.
- Align camera so it always orients facing up from the surface it hits.
- Switch from player camera to the spawned sticky camera, allow control to look with mouse.
- Set maximum look range so we do not look into the ground (or wall) aka camera clipping.
If I can get that far, from there I can do other things such as a timer that the camera has to operate before it is auto destroyed, or to release a gas (like in the SC games) or whatever else I might want once we are in “sticky cam mode”.
Here is a video of what I have accomplished so far:
Prototype Video (Splinter Cell Clone)
I appreciate any insight you have to offer, and if you have done something like this before please do lend some advice my way.
Want to collaborate on this little project? I am more than open to working with someone, it would be a fun learning experience.