

If you took that, but then added some code to slowly interpolate its rotation to be behind the pawn when it starts moving, I think it should work pretty well.Ĭomment Post Cancel. The Third Person template uses a spring arm component set to 'absolute rotation', which means it ignores it's parent rotation. This sure isn't too hard with Unreals physics engine, but would I need to separate the camera from the Pawn for that? Any hint is appreciated! Thanks, David. With the template setup, the camera is a child of the player pawn, which I think is not suitable for what I want. What I am missing is the "pushing the camera" part.

They pretty much do what I want, and the spring arm component is a great thing. I took a look at the ThirdPerson templates that come with UE4. In addition, you can instantly put the camera back behind the player with a button. When you walk towards the camera you push it out of the way, and later on drag it behind you, so the view normalizes to "behind the player" again automatically. You can rotate the camera freely to look in any direction, and likewise move freely in any other direction. Hello there, I want to create a third person camera that automatically aligns to the direction of player movement over time, as seen e. Third Person Camera that aligns to movement directionAM.

Third Person Camera that aligns to movement direction.
