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