Camera parent switching ability. #340
Replies: 6 comments
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Then how do you switch from FPP to ADS or vice verse? |
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I Think it might be better to add a New view mode called "ADS", |
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The image I posted is how you switch. You change the parent joint name and
force a view update in the bp, it's super simple.
To switch back to non ads you just switch the name back to "FP_Camera" and
do the view update.
I started this process by adding an ADS view mode, I had to add a lot of
code, not a ton but a lot more than just adding a variable and changing one
name argument.
I have tested it quit a bit today and it seems to work great.
The other benefit I see is that you don't have to name your first person
camera joint something special.. it can be on any joint
…On Tue, Jan 25, 2022, 7:18 PM Incredible ***@***.***> wrote:
I Think it might be better to add a New view mode called "ADS",
And do it the same way as other modes in the camera animation blueprint.
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not sure if you solved this, but I also use multiple cameras, I just added another view state to the first/third person enum, made a new actor with a socket where I wanted it and moved the camera to that socket. maybe this could be helpful, Im not good with blueprint so im not sure about your blueprints |
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Well, to be clear, it wasnt broken, was just wondering if it was a bad way
to do it. It works great right now. My weapons system allows you to have
multiple sight types on the gun and this allows you to just change the ADS
offset in the AnimBP to anything you want and it adjusts. So when I
attached canted iron sights/red dot I can just swap in those values and it
works.
…On Sun, Feb 13, 2022 at 9:55 AM pearlSlugs ***@***.***> wrote:
not sure if you solved this, but I also use multiple cameras, I just added
another view state to the first/third person enum, made a new actor with a
socket where I wanted it and moved the camera to that socket. maybe this
could be helpful, Im not good with blueprint so im not sure about your
blueprints
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Hey guys, so I was looking into the best way to get an ADS camera going and I came up with this.. let me know if its a terrible idea, it seemed the most simple.
In ALSCharacter.h I added a NAME variable for the cameras parent name.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Component")
FName FPSCamera = FName("FP_Camera");
Then in ALSCharacter.cpp I changed the line where it gets the socket to use that "FPSCamera" variable to:
return GetMesh()->GetSocketLocation(FPSCamera);
Then in the character BP I can switch which camera the FPS camera is attached to with this simple blueprint (my character skeleton has a ADS joint that is adjusted based on which weapon he picks up)
I have been testing today and it all seems fine. Is there a reason to not expose the cameras parent like that to be able to switch it around?
I set this to feature request as it is a question about a possible feature request, hope thats the correct category ;)
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