I want to create a third person camera that automatically aligns to the direction of player movement over time, as seen e.g. in Dark Souls. You can rotate the camera freely to look in any direction, and likewise move freely in any other direction. When you walk towards the camera you push it out of the way, and later on drag it behind you, so the view normalizes to “behind the player” again automatically. In addition, you can instantly put the camera back behind the player with a button.
I took a look at the ThirdPerson templates that come with UE4. They pretty much do what I want, and the spring arm component is a great thing. What I am missing is the “pushing the camera” part. With the template setup, the camera is a child of the player pawn, which I think is not suitable for what I want. I think I’d need to constrain the camera to keep (when possible) keep a fixed distance to the pawn, and remain as stationary as possible (= inertia). This sure isn’t too hard with Unreals physics engine, but would I need to separate the camera from the Pawn for that? From what I read here, I’d need to set [FONT=Courier New]bTakeCameraControlWhenPossessed to [FONT=Courier New]false and create a separate camera component in… yeah, where? Is this even possible in Blueprint, or would I need to overwrite the PlayerController’s [FONT=Courier New]CalcCamera function?
Any hint is appreciated!