After adding a new Camera Actor Component within Blueprints to an existing Spring Arm Component, the Camera Component adopts the location settings , but does not set its location within the viewport correctly.
If you look at the Transform Location of the newly added Camera component, the X-value takes into account the Spring Arm components length and applies that value, but actually places the camera at the center of the player.
I have also noticed the Z-value of the Camera Component being the same number, but as a negative, as the Spring Arm component. IF you then change delete the negative sign in front of the Z-value for the Camera Component, and set the X-Value location to 0.0 then the Camera Component will now update its location correctly according to the Spring Arm Component transform.
The user reporting on AnswerHub mentions he was following along with a video tutorial which probably needs to be updated.
[Link Removed]
1. Create new blank Third Person project
2. Open the 'ThirdPersonCharacter' Blueprint
3. Go into the 'Viewport' and select the 'FollowCamera' and delete it.
4. With the 'CamerBoom' selected, add a new 'Camera Component'
5. Select the newly created camera and click and drag it on top of the 'CamerBoom' to set as the root.
6. Compile and Save.
7. With the camera actor selected, look at the numbers in the 'Transform' and compare to the numbers of the 'CameraBoom.'
8. Now set the X-value to 0.0 and erase the negative sign in front of the Z-value transform.
9. Observe how the camera is now at the correct location relative to the 'CameraBoom'
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Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.6.1, 4.7.3, 4.8 |
Target Fix | 4.8 |
Created | Apr 2, 2015 |
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Resolved | Apr 29, 2015 |
Updated | Apr 27, 2018 |