Third person camera transition to set camera location smooth bug

Im currently at a dilema here, Im building a isometric game in UE5, and I want to basically have triggerboxes in certain areas that will have target cameras that the third person camera will transition into if you enter the box. This part is easy which I can do with a set view target with blend, but however if I want to enter and leave the triggerbox faster than my timer as a debug test, it will snap.

I tried the method of basically making the blueprint with 2 cameras. One is my SceneCamera and the other is a targetcamera (where I want my camera to end up). When entering the triggerbox I got the scene camera at the same last location of the third person camera, then switch it with set view target with blend so you dont notice the camera has switched, then from then on I use a timeline to blend the current camera to the target camera position, on end overlap I have it do the same thing but on reverse and switch back with set view target blend, and on tick I have it getting the player location whenever ur not in the trigger box, which feels wrong.

This actually works to a certain extent so I get a nice lerp between entering and leaving the box in and out and doesnt snap, but if i move any other direction I get the craziest jitter. I want to know if there is a easier way to do this or if im doing something wrong here, games like Tunic and other isometric games have this feature where the camera position changes via scale when you enter and leave the triggerbox.

My BP example

Event Tick:

EventBeginPlayer:

TriggerBoxEvent:



Custom Event to get Location and also Look at Player:

Video of my issue:
Video Link

If anything is confusing, please ask ahead! and Thank you too!

P.s. Camera doesnt jitter if I stay moving the same direction, its if my player does any other movement that isnt the direction I left in

Managed a different route that moves my spingarm instead, got it somewhat working but doesnt work at all when trying to do a fixed location that tracks the player :sad_but_relieved_face:




Im using a bool for track that I just tick on or off whenever I want a tracking camera or locked, so if false its going to be fixed, I also have other camera movement happening which is an offset when player moves in a direction and limited rotation:

Video of example of what I got working so far:

Just need to know how to make a fixed camera when entering triggerbox to a target location and it looks at the player then when leaving the box, it returns back to normal smoothly

Solved it!

Did a whole new method which basically attaches the camera component from the player to my camera BPs spring arm, which I can set anywhere, and keep the location and rotation rule set to ‘keep world’ then from that I play a timeline from start that I lerp the relative location of that camera to 0 (since its offset by the attach and keep world rule) and set it as my relative transform! then to return it back I attach it back to the spring arm of the thirdperson character using the same lerp, no reverse since its attaching itself before the timeline begins!

Im going to make a video on this shortly as I know this would help a lot of people out!

Made a bool to see if its a tracking camera or a fixed, and I just put the camera position where I want it to be and it will transition there, as well as a speed variable when transitioning in or out

BP:

Result:

I’ll post a full video tutorial link soon! Will make this solved in a couple days if anyone has questions or what not, happy to help :slight_smile: