Тёмный

Unreal Camera Manager EXPLAINED 

Подписаться
Просмотров 3 тыс.
% 136

Unreal Engine has a Built in camera manager that can help you move around and influence your cameras in a smoother way than just actually moving camera's around or setting new view targets. it can be super nice to use when you know how to work with it so let's talk about that!
Join the discord for any help you need! : discord.gg/24cdJBP
Join this channel to get access to perks:
ru-vid.com/show-UCZDqEs0yzMcQA5sT1YbZNkgjoin
support the channel and development over on patreon : www.patreon.com/thegamingcaves
Get personalized Coaching : www.fiverr.com/s/2P9GaN

Наука

Опубликовано:

 

13 мар 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 9   
@johnterpack3940
@johnterpack3940 15 дней назад
That looks like it should be an easy way to reduce head bob with a true first person setup. Set the position with the player x,y and rotation, then figure some way of putting the z where it needs to be. Walking/running would be simple, just add some value to the terrain height to get the camera at eye level. But I don't know how to do it while jumping/falling.
@klovvin
@klovvin 4 месяца назад
Very cool! I've been working with UE for so long and never knew about this
@pennaverdeful
@pennaverdeful Месяц назад
Thank you for the great explanation! I have one question: If I want to use the Unreal Take Recorder to capture the camera moving as the user moves the mouse, do I need to create a new physical camera to emulate the player's camera? I assume I'd need to feed the camera position and move the transform, because, as you mentioned, the camera transform doesn’t move on its own. So, to record the position, do I need to create a separate camera and track its fake position?
@mahkhardy8588
@mahkhardy8588 4 месяца назад
Great video would love to see more about this class, camera boom arms are so annoying. An extensive example of what you can do with the camera manager can be found in the ALSv4 template.
@silversoul2785
@silversoul2785 17 дней назад
can you please explain how to fix the camera between 2 characters like in tekken8?
@shibii
@shibii 4 месяца назад
Nice video! I have a question for you 😅 I want to manage something based on WASD, if only S is pressed, do X, if anything else is pressed do Y and if nothing is pressed do Z. I tried a few things like keeping track of the states in variables, but with pressed and released it’s a mess 😅 any tips?
@IoSkyBoyoI
@IoSkyBoyoI 3 месяца назад
Great video. I'm having a bizarre problem with orthographic cameras since the update. The new camera location on return node just doesn't seem to do anything. I can type anything and I'tll always be overwritten by the cameras default location. It worked flawlessly before the update. And hasn't worked since the update.
@hansygaming
@hansygaming Месяц назад
Did you ever figure out why this is? Because I'm implementing this the same way that he is but my camera is not being affected at all via Blueprint Update Camera in the camera manager class
@DirkTeucher
@DirkTeucher 4 месяца назад
Love it , thanks for sharing the knowledge