You can Alter this code 4:30 by spliting the sctruct pin of set world location and only giving it the x and z value of Vinterp and give the Y a custom value (which is essentailly your camera arm length ). now you can put the spline directly on the players path.
hi matt thanks again for a brilliant tutorial, is there anyway you could another video on this but explain (if its possible) how you can rotate and off set the camera once you have it set to the spline please. thanks appreciate all the work you do.
Hey! Thanks for nice tutorial. Can you make a small addition to this: a way to 'override' camera controls. For example: most of time camera sticks to character, like default, but on certain places it goes on spline, then, after exiting override zone, it returns to default state. I saw it on "some unreal tricks you don't know" video (from Epics I guess), there was a really easy way to override camera controls, but can't find it now.
In the UE documentation there is a box collision static camera switching tutorial. This provides the basics needed to switch between cameras. You can apply the logic to any multiple camera mechanics and behaviours.
I can't create an 'event tick' because I'v already one for something else. Can I use a 'sequence' node after my 'event tick' to have my first system and then this camera spline?
Ok it seemed to work. But now I would like to know if I can have 2 or more camera splines? Because I have several possibilities of directions in my level.
Can't seem to get this working with UE5s new Game Animation Sample Project. What ever thats using I think isnt allowing me to use the Spline. I set it all up just like in the video.
Review the coding of your plugins in the game or if there are any other red errors on that message, investigate them. (my english is not good I'm sorry.)
Thanks for solution! As we know -in common 3d-editor - like maya or 3ds max - we can smooth spline or rebuild it that means that instead 5 point inside we will get 10 ones - can we do it in Unreal engine? What operations can i do with spline in UE?
Hey there Matt! I have a camera rotation problem with your system. I need to be able to set specific camera rotation at the spline positions that I place in its path. Meaning that I want my character to climb a tree and the spline needs to be twisted while climbing until the top. So in the end, I have a spiral spline that makes its way to the top. The thing is that the camera always faces in one direction... I don't want to follow the character either, but I want to control the camera's angle in every spline position so it's always facing the tree. Any help, please??
@@Zireael_Daifuku hii! Unfortunately, not yet :( I have been using Unity until now even though I worked in Unreal for a few game jams and for creating some blockouts, so I'm kind of new with the engine. So I was looking for something similar to Cinemachine for my game (not movies, like all the amount of tutorials that I saw with camera rails). But I can't find anything, and it's just a simple question lol... All I see is people trying to sell their already working blueprints at the store instead of teaching how to achieve the result. Sad but comprehensible I guess. I'll keep trying!
@@nadinegutierrez599 A lot of Cinemachines features are found in the "Camera Boom" (aka the spring arm component), this BP actually removes all those features by decoupling the camera from the component its attached to. A better solution is to use the camera boom as the ref plugged into SetWorldLocation and reduce the arm length of the component. On top of that, you can get the rotation of a point on a spline using "Find Transform at nearest location" thought I would encourage for rotations to use distance along spline or something a little more reliable, then set the rotation of the camera boom to that rotation (you may also have to add an offset)
Please I am really needs your help. If you making this tutorial I will so grateful for you and supported you! Please.. You can make a tutorial about a character from the ground picking up some weapons and using them. Different weapons sword, pistol and axe. And each weapon will have its own animation without the inventory system, but each weapon will be activated with buttons. For example the Q button of the gun and the R button of the ax and the T button of the Hammer to attack. Like in Bloodborne, dmc and dark souls
to me the camera follows the ball character at a lower speed than the ball is moving and then after the ball is out of view the camera returns to it's original position and it doesn't move along the spline, just in place and in relation to the movement inputs I press.. I have the EXACT same code, I have checked this video so many times just to make sure of not making any misteps along the way. Still not sure how to fix this.. please help... This is kind of an urgent project
Hey Matt!, i known it's been sometime since you post this and you probably don't even remember anything about it, but i'm working with this spline system, and i tried to make the character go forward into the screen not only left and right, so the camera does go on the spline i set up properly but does not wait for the character so it goes forward when i hit W but the player it's outside of the screen, any help?
I wonder if the movement in games like Inside works like this. You know side scrollers that don't go exactly left and right but you move like in rails.
I just cant get this to work lmao. I've spent literal hours trying to figure it out. I've tried on version 5.1 and 5.3 in 3rd person template and the camera just jumps to 0 0 0 and wont move. Any help please?
I can't seem to figure this out, I believe it has something to do with the preloaded settings for BP_ThirdPersonCharacter, but I'm not sure where. The camera just sits in the "middle" of the map when starting the game. The camera moves when the player moves but it's nowhere near where it is in the video even after moving and rotating the spline. I added a sequence between Event BeginPlay and Get Actor of Class in this video and Cast to Player Controller from the default BP_ThirdPersonCharacter blueprint.
It took me three times of building this to realize that I never connected VInterp To to return a value to Set World Location. Now to figure out how to et the cameras to face the other way.
This video was super helpful! Thank you! Would you also be able to make a video on a dynamic Aim Down sight mechanic for a first person shooter that can work for different guns and scope locations? There surprisingly aren’t many videos about that on the internet
Matt (or anyone!), do you have any tutorials or advice on a boardgame-like movement system based on number result (dice roll)? I'm trying to work something up with making each tile an actor and use "move to actor" but I can't figure it out. I know this is vague, I didn't want to leave an essay. Anything would be helpful, and thanks for your amazing tutorials!
even tough i really don't need this camera follow feature , I still watched ,I might learn a new thing, and I did. Thanks for tutos. 👍
Thanks for this, I adapted this to make a river water sound follow a player along a spline. Works really well.
That's your idea! Thank you.
You never disappointment us
Have 3 days to make a 2-D game for class and am not about to get learning paper2d rn. It'll have to do. You saved me a ton of hassle thank you!
Oh dang I needed this. This is awesome! Thanks!
You can Alter this code 4:30 by spliting the sctruct pin of set world location and only giving it the x and z value of Vinterp and give the Y a custom value (which is essentailly your camera arm length ). now you can put the spline directly on the players path.
Exactly what I was looking for. Thanks Matt :D
hi matt thanks again for a brilliant tutorial, is there anyway you could another video on this but explain (if its possible) how you can rotate and off set the camera once you have it set to the spline please. thanks appreciate all the work you do.
Hey! Thanks for nice tutorial. Can you make a small addition to this: a way to 'override' camera controls. For example: most of time camera sticks to character, like default, but on certain places it goes on spline, then, after exiting override zone, it returns to default state.
I saw it on "some unreal tricks you don't know" video (from Epics I guess), there was a really easy way to override camera controls, but can't find it now.
In the UE documentation there is a box collision static camera switching tutorial.
This provides the basics needed to switch between cameras.
You can apply the logic to any multiple camera mechanics and behaviours.
thanks mate, perfekt as always
Just in case you plan to have some action on the side. 😃 Good tutorial Matt.
I can't create an 'event tick' because I'v already one for something else. Can I use a 'sequence' node after my 'event tick' to have my first system and then this camera spline?
Ok it seemed to work. But now I would like to know if I can have 2 or more camera splines? Because I have several possibilities of directions in my level.
@@Zireael_Daifuku I have the same "problem". If anyone can help please 🙏
@@Zireael_Daifuku Did you found the solution?
Place a "Sequence" after the Event Tick that you already have.
Thanks!
Please make an episode on mobile controls
Hello, thanks a lot for this video, it helps me a lot, there’s any way to make the camera rotates along the spline?
Hi Matt. Could you please make a saveable skill tree component tutorial please
Is it possible to create an offset in the location of the camera so that it is ahead of the actor?
Thank you so much!!💪💪🗿🗿
Any chance we could get some Common UI Tutorials? I could really use em myself.
Can't seem to get this working with UE5s new Game Animation Sample Project. What ever thats using I think isnt allowing me to use the Spline. I set it all up just like in the video.
Hello, I Made few points and curve for VR Camera but rotations are not smooth at all and rotate sudden (step-step)
Hi Matt. If I try to package my game, it shows me this error: „PackagingResults: Error: Unknown Error“. Can anyone help me 😢
Review the coding of your plugins in the game or if there are any other red errors on that message, investigate them.
(my english is not good I'm sorry.)
Thanks for solution! As we know -in common 3d-editor - like maya or 3ds max - we can smooth spline or rebuild it that means that instead 5 point inside we will get 10 ones - can we do it in Unreal engine? What operations can i do with spline in UE?
Hi , maybe make a video about an anxiety system in ue4 ?
hey i know its not the newest video, but i have a question i cant solve. you know a way how to use this spline system with more than one spline?
Hey there Matt!
I have a camera rotation problem with your system.
I need to be able to set specific camera rotation at the spline positions that I place in its path.
Meaning that I want my character to climb a tree and the spline needs to be twisted while climbing until the top. So in the end, I have a spiral spline that makes its way to the top.
The thing is that the camera always faces in one direction...
I don't want to follow the character either, but I want to control the camera's angle in every spline position so it's always facing the tree.
Any help, please??
Ohh I have the exact same problem, I'm currently looking to have a rotation with the camera spline. Did you find a solution?
@@Zireael_Daifuku hii!
Unfortunately, not yet :(
I have been using Unity until now even though I worked in Unreal for a few game jams and for creating some blockouts, so I'm kind of new with the engine.
So I was looking for something similar to Cinemachine for my game (not movies, like all the amount of tutorials that I saw with camera rails).
But I can't find anything, and it's just a simple question lol... All I see is people trying to sell their already working blueprints at the store instead of teaching how to achieve the result. Sad but comprehensible I guess.
I'll keep trying!
@@nadinegutierrez599 Yeah I'll keep trying too! If I find something, I'll tell it here.
@@nadinegutierrez599 A lot of Cinemachines features are found in the "Camera Boom" (aka the spring arm component), this BP actually removes all those features by decoupling the camera from the component its attached to. A better solution is to use the camera boom as the ref plugged into SetWorldLocation and reduce the arm length of the component. On top of that, you can get the rotation of a point on a spline using "Find Transform at nearest location" thought I would encourage for rotations to use distance along spline or something a little more reliable, then set the rotation of the camera boom to that rotation (you may also have to add an offset)
Please I am really needs your help. If you making this tutorial I will so grateful for you and supported you! Please..
You can make a tutorial about a character from the ground picking up some weapons and using them. Different weapons sword, pistol and axe. And each weapon will have its own animation without the inventory system, but each weapon will be activated with buttons. For example the Q button of the gun and the R button of the ax and the T button of the Hammer to attack. Like in Bloodborne, dmc and dark souls
Thanks for the tutorial, how do I make the camera always be at the same distance from the pawn ? x axis
to me the camera follows the ball character at a lower speed than the ball is moving and then after the ball is out of view the camera returns to it's original position and it doesn't move along the spline, just in place and in relation to the movement inputs I press..
I have the EXACT same code, I have checked this video so many times just to make sure of not making any misteps along the way. Still not sure how to fix this.. please help... This is kind of an urgent project
Hey Matt!, i known it's been sometime since you post this and you probably don't even remember anything about it, but i'm working with this spline system, and i tried to make the character go forward into the screen not only left and right, so the camera does go on the spline i set up properly but does not wait for the character so it goes forward when i hit W but the player it's outside of the screen, any help?
I wonder if the movement in games like Inside works like this. You know side scrollers that don't go exactly left and right but you move like in rails.
I just cant get this to work lmao. I've spent literal hours trying to figure it out.
I've tried on version 5.1 and 5.3 in 3rd person template and the camera just jumps to 0 0 0 and wont move.
Any help please?
Do you know how to stop the camera from teleporting between spline points?
make the interpspeed higher or lower maybe or add more points
I can't seem to figure this out, I believe it has something to do with the preloaded settings for BP_ThirdPersonCharacter, but I'm not sure where. The camera just sits in the "middle" of the map when starting the game. The camera moves when the player moves but it's nowhere near where it is in the video even after moving and rotating the spline. I added a sequence between Event BeginPlay and Get Actor of Class in this video and Cast to Player Controller from the default BP_ThirdPersonCharacter blueprint.
It took me three times of building this to realize that I never connected VInterp To to return a value to Set World Location. Now to figure out how to et the cameras to face the other way.
This video was super helpful! Thank you! Would you also be able to make a video on a dynamic Aim Down sight mechanic for a first person shooter that can work for different guns and scope locations? There surprisingly aren’t many videos about that on the internet
Matt (or anyone!), do you have any tutorials or advice on a boardgame-like movement system based on number result (dice roll)? I'm trying to work something up with making each tile an actor and use "move to actor" but I can't figure it out. I know this is vague, I didn't want to leave an essay. Anything would be helpful, and thanks for your amazing tutorials!
Great
lol i litearlly just worked it out. sorry