As in, if had a “camera shake base” for something like a head bob during running, can i make a child component, specifically a mesh for a mask, also be affected by the ‘‘camera shake base’’. like if the camera was bobbing up and down during the sprint, can i make the move up and down with it. Cause if i dont then the mask will just stay in place and the camera would move up and down, making it look like the mask is somehow sliding up and down on my help
Any help is appreciated and thanks in advance
Hey @nightling33 how are you??
Sadly, the Camera Shake doesn’t actually move the camera, it only moves the view. So attaching the mask to the camera won’t make it move at all.
I tried to make it work by reading the delta between the Camer Manager’s location/rotation and the Camera Component each tick, but unfortunately those getters don’t include the shake either, as it’s applied internally at the rendering level.
The only way to do something like what you want is to directly animate the camera without camera shakes, which will move the camera component and everything attached to it. You can do this with a Timeline in Blueprints, driving the camera component’s relative location and rotation with a curve that mimics the shake feel you’re going for. Since everything attached to the camera will follow, your mask will move perfectly in sync with no extra work needed.
Hope this helps you!