I don’t know how the camera from whichever Battlegrounds game work, so I made something from the rest of your description.
You can rotate the camera around the character, with a specified limiter. Is the limit-value reached, then it stops rotating.
When you hold down “alt” (actually only “left alt”, you should make it as input-value) then it skips the limiter and you can rotate it free, and when you stop holding down “alt”, then the camera jumps back behind the character.
Input actions:
Axis mapping → turn (mouse X), scale 1
Action mapping → pan (alt)
All in “Character_Blueprint”
At first, what you have to do:
- on the left side “springArm” → details “camera settings” → uncheck “use pawn control rotation”
- left “camera” → details “camera settings” → uncheck “use pawn control rotation”
- create boolean “alt?”
Now you can follow the screenshot. Maybe not the best solution, but it works. ^^
Edit:
I found another interesting effect, maybe this is rather what you are looking for.
- left “springArm” → details “camera settings” → uncheck “use pawn controller rotation”
- left “camera” → details “camera settings” → check “use pawn controller rotation”
- it does not need the blueprint script (except the “alt” for free rotation, but it looks strange)
Btw. when you want/already need your camera in a diagonal direction to your character, then try this:
- springArm → details: camera → socket offset: Z (180) , (arm length: 300, location: Z (43) )
- camera → details: transform → rotation: Y (-30)
(other values in the same area are at default, like 0 and 1)
