Hello,
I’d like to create a system where you have a Pawn with a spring arm camera that follows him around. Then you have some blueprint actors that contain trigger volumes, a camera and a spring arm. Once the pawn enters the volume the camera switches to the one inside these other actors. I managed to do the switching but I don’t know how to attach the new spring arm to the pawn once it enters a volume…
Any suggestion?
Considering converting your comment into an answer. Camera swapping blueprints are such a sought after commodity that it will surely help more people.
Another way to tackle something similar is not to attach anything but move the existing springarm to a new location / rotation. The volume needs to know the data, ofc.
An arrow component can be used to both set and visualise such data.
The first time I tried that node the rotation was all over the place. I gave it a second try thanks to your suggestion and it worked. So, what I did is:
Add a Scene component in the Pawn BP
Attach the next spring arm/camera system to the Pawn Scene component
Keep the rotation to “World” both in the “AttachComponentToComponent” node and Scene component inside the Pawn.
I guess this setup is quite versatile. You can have a more cinematic camera view once the player enters certain areas or even a static one like the first Resident Evil.