Training Livestream - Getting Started with Gameplay Programming - July 27 - Live from Epic HQ

We definitely need more streams like this; teaching how the core gameplay classes work together.

It took me quite awhile to understand just how cameras work in Unreal, and I’m still not even 100% on them. Particularly ViewTargets were a big headache at first. At first I thought they were the target you were viewing, and that’s how it’s described in some areas of the docs, but that made it sound like a point the camera is looking at, which confused me. What helped was thinking of it more as the thing that decides all the camera settings, not just a point to look at (rotation) but also position, FOV, etc. Also I don’t think it’s very well explained in the docs how when you set an actor/pawn as the ViewTarget it will try to see if it has a camera component and use that as the ViewTarget… and how you can control the camera without even having a Camera Component, e.g. CalcCamera… which I think is when it clicked for me that Camera Actors are really an abstraction to generate the right MinimalViewInfo.

Also I still haven’t understood why I would want to make a custom PlayerCameraManager; like, what you can put there vs pawn/controller.

Another thing I’m foggy on, slightly related to cameras, is Control Rotation; as in some examples of how some games use it, when you might need it and when you don’t.

If you could explain that kind of stuff it would be very helpful.