(I have a good knowledge of Unreal engine, only not for the “game making” aspect)
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So here’s the thing :
I wanted to have 2 camera following my player, one activated by default, and the other only activated when going through a triggerbox, and deactivated when passing through another one.
So I went to the ThirdPersonMap blueprint, and came up with this rather simple setup :
My only issue being that instead of the “cameraTESTT”, I would like to have my “CameraR” activated
(CameraLF being the one activated by default)
But I can’t find a way to put call the CameraR to the ThirdPersonMap blueprint.
So I went for another solution :
Get the “CameraTESTT” to be attached to my third person character, just as “CameraR” and “CameraLF” are, but again, I can’t find a way to make it work.
So I went for yet another solution :
Get the “On Actor Being Overlap (TriggerCameraR)” node to be in the ThirdPersonCharacter blueprint (probably dumb I know, but I’m a noob when it comes to this to hey ) but again, I couldn’t find a way to make it work.
So do you have any solution for these 3 things ? or another solution that could solve my issue, and also, if you see anything dumb or mistakes I made, I’ll be glad to hear it, I have a lot to learn…
Just to clarify things so we’re on the same page. Is there a good reason for this behaviour? Why parent this external camera? Because if you want the camera to track the player, that’s not a good enough reason, for example.
Asking so I can provide an answer that makes most sense.
I 'm losing visibility to where I’m going, so what I wanted to do is :
By default the camera is tilting to the left
When a plateform leads you to the right, I have a trigger that will activate the other camera to see what’s to the right.
Unless there’s a way to have the same camera to truck and pan when the player hits a trigger ?
Or maybe I overcomplicate this thing and there’s an easier solution ?
(btw I also want another camera to go up and tilt a little bit when the player is moving toward the camera, to, again, have a better visibility in front of the player)
I would not make external cameras for this. It could work but that’s going to be a lot of work and tweaking. If you must do it this way, you could try:
Place any number of those trigger points and punch in the desired rotation, as above. To make it easier on yourself use a component arrow to visualise it:
The camera would point where the arrows points and still tracks the player, and it’s easier to rotate an arrow than to figure out rotator values:
But I feel that the best way to handle this would to make a smarter camera that rotates towards the direction of the movement but maintains a specific angle.
For now try it with the triggers, see if it delivers a reasonable result. Making a smart camera could become somewhat involved.
I’m sorry for the late answer. I tried doing your solution, it mostly worked out, but I needed some more tweaking for my very specific case.
After reworking on it for a few days, I finally got what I wanted and completly forgot about this thread, but thank you for your awesome help and guidance