hi guys
I’m working on a teleport blueprint to teleport spawn/main camera to other objects and “inspect” the objects
The goal is when i teleport to an object, object’s scale should remain the same/untouche but camera is positioned like 1000 unreal units away so that objects of all sizes are displayed as the same size on the screen.
For example, I can have a very big object(a bookcase) and a very small object (a book), but when i teleport to each one, camera / spawn is positioned so that either the book or the bookcase will appear and take 80% of the screen, leaving the other screen space for “item description”)
I´m actually looking for something similar and the closest thing I found is the “screen size” value used by LOD-meshes which I have not found a way to read from blueprint.
I´m not sure if get you right… Do you simple have an offset? In this case, make sure tha camera inside the BP is at 0, 0, 0. When the problem remains, you could perform a LineTrace after you spawned the camera to check for very near objects. If the Trace hits something, reverse the vector and multiply it by value x to move the camera back.
i was working on the teleport script
The issue is when you teleport to a big object, you will not see the whole object and have to take a few steps back to see the whole thing
And this is annoyed if you have objects with different sizes , that’s why I was wondering if there is a trick to measure object vs screen size to always teleport to positions from which you can see the whole objects