I know this is an old tutorial, but I am using this to set up a free orbiting camera around a stationary vehicle in my scene. Was curious what I could do to prevent my camera from orbiting through the floor (assume need to set a limit to the vertical movement) as well as setting up the vertical movement to be inverted. This tutorial was very easy to follow. Thank you so much!
Thank you SO much for this tutorial. I had trouble with my camera setup and I was struggling a lot to improve anything. I was about to give up or change my project dramatically to work around this, but thanks to your video, I now have exactly what I wanted. So thanks a lot sir! You just earned yourself a subscriber.
Hey all! I was having some trouble initially getting this work so i thought i would post some things i found to get mine working. 1. For some reason my spring arm wasn't rotating with the "Use Pawn Control Rotation" check box, i got around this by plugging the "Get Control Rotation" straight into a SetWorldRotation linked to my spring arm. (Only Pitch and Yaw) 2. You can clamp this rotation if you don't want the camera going under the map. Use a branch to check if the Y (Pitch) value is over 360 (Roughly Horizontal) and if true, use Set Control Rotation to set the Pitch back to 360. You need to plug your Get Control Rotation Z (Yaw) value into the Set Control Rotation Z (Yaw) slot. To get the Set Control Rotation node you need to Get Player Controller and drag off that. Okay I hope that helps someone and isn't too confusing.
hello, looks like i have a problem which you described how to fix in your second point, however I find it hard to implement in my event graph. where should the true&false pins go from the branch?
5:46 guys, why there's no "Set Control Rotation" function in my project? (I'm using 4.21 version of unreal) update: uh, I had to add "Get Player Controller" node first
Hi! You would be able to do this if you put a branch before you add the rotation input with the condition to check if your right mouse button was currently pressed. Hope that helps!
Great tutorial, thank you! Really appreciate this. One thing that doesn't work correctly is that you can't change the rotation of the SpringArm once you enable Use Pawn Control Rotation. At 7:06 you end up losing your -15 SpringArm rotation once pawn control rotation is enabled. Any idea how I might be able to rotate the spring arm so that I can change the default starting point? Thanks!
как ограничить угол поворота камеры? например мне нужно что бы камера по оси Х поворачивалась только на 90 и минус 90 градусов (словно голова на шее у человека, мы же не можем голову повернуть на 180 градусов, верно?) How to limit the angle of rotation of the camera? for example, I need the camera to rotate along the X axis only 90 and minus 90 degrees (as if the head is on the neck of a person, we can't turn the head 180 degrees, right?)
Followed this tutorial, I get the following error on compile. any ideas? This blueprint (self) is not a Controller, therefore ' Target ' must have a connection. [2440.65] Compile of PhysicsBallBP failed. 1 Fatal Issue(s) 0 Warning(s) [in 256 ms] (/Game/RollingBP/Blueprints/PhysicsBallBP.PhysicsBallBP) Update: Just redo the get control rotation part; itll fix it
As per juanfrancisco Torres - I am getting the same thing where the zoom control isn't working, but blueprints shows it accepting the input! Thoughts? Oh yes, very good tutorial BTW :)
Finally got my character to rotate with A and D and the camera doesnt follow I have it set so its on manual mode so I can Controll it WoW style with the mouse but I need it to follow with A and D rotation got to be simple...
Thank you clearly explained! Can tell me how to switch in and out of this pawn to a camera view? I tried set view target blend with limited success. It never seems to get in the proper view of the pawn.
This worked so well, thank you! I do have one question. When I enter from a main menu the camera is on point but the controls are frozen. Do you know how to fix this?
I have this setup, and it works perfectly fine. However, when I tried to render the camera movement using a sequencer, I noticed that scrolling with the middle mouse to change the arm length caused the spring arm origin to shift. How can I resolve this issue ?
@@davideds05 What do you mean by "only above the player" I can use the "Clamp Angle" it works, i place it between the "Get Control Rotation" and "Set Control Rotation" maybe I misunderstand what your trying to do.
Hi; I like your tutorial.. very easy.. Does the first part of this video ( rotation part ) may run on mobile..!!? May be you have already made a tutorial how to implement this For Mobile platform..!! Thank you
Amazing tutorial! it just saved me a lot of time. now I'm figuring out why zooming in my project is not working! can someone help me? when I do a simulation the blueprint is receiving the mouse input but the zoom is not working!
Mine wasn't zooming in/out, either. Turns out I had a dome that was messing everything up. The zoom AND the springarm relation to the camera weren't working properly. No idea why, though. Got rid of the dome, now everything works perfectly.
after finding a 2nd vidoe on what was missing to get the error to disaper the ship will now rotate freely but the camra ius stuck at the defoult north map x axis
Thank you so much for this tut, my friend. I really needed it for one of my project. let me know where I can donate for you if there is an option to do it.
A little late, but here it is for anyone else with a similar question. You need to add a float multiply node between the mouse Y axis node and the pitch input. Use -1 as your value.
I just got two questions: How far can you zoom in and out? If you zoom out does it stop or go on forever? And is there a way to smooth the zooming in and out with the mouse wheel movement? Thanks for the tutorials and keep them coming!
To answer your questions for number one, i'm sure it will just keep zooming out, but you could control this with some venerable. as for number two, you could place a timeline between the the mouse wheel control and the set arm length. then as the end add a "DoOnce" node to stop an infinite loop.
got a n error This blueprint (self) is not a Controller, therefore ' Target ' must have a connection. and [4406.98] Compile of FlyingPawn1 failed. 1 Fatal Issue(s) 0 Warning(s) [in 98 ms] (/Game/FlyingBP/Blueprints/FlyingPawn1.FlyingPawn1) even tho the code is layed out exatly as you have it
yo dude, idk you need this anymore, i fixed the problem. in the note "get control rotation" you need the little sentence "taget is pawn" under the title. I took the same note but for "taget is controller"
6 different tutorials on panning and this is the only one to tell me to check the pawn control rotation box...Thank you for fixing my problem.
I appreciate that you left in the part where the nodes didn't show up when you searched for them. Thanks for the tutorial.
I know this is an old tutorial, but I am using this to set up a free orbiting camera around a stationary vehicle in my scene. Was curious what I could do to prevent my camera from orbiting through the floor (assume need to set a limit to the vertical movement) as well as setting up the vertical movement to be inverted. This tutorial was very easy to follow. Thank you so much!
Thank you SO much for this tutorial. I had trouble with my camera setup and I was struggling a lot to improve anything. I was about to give up or change my project dramatically to work around this, but thanks to your video, I now have exactly what I wanted. So thanks a lot sir! You just earned yourself a subscriber.
Hey all!
I was having some trouble initially getting this work so i thought i would post some things i found to get mine working.
1. For some reason my spring arm wasn't rotating with the "Use Pawn Control Rotation" check box, i got around this by plugging the "Get Control Rotation" straight into a SetWorldRotation linked to my spring arm. (Only Pitch and Yaw)
2. You can clamp this rotation if you don't want the camera going under the map. Use a branch to check if the Y (Pitch) value is over 360 (Roughly Horizontal) and if true, use Set Control Rotation to set the Pitch back to 360. You need to plug your Get Control Rotation Z (Yaw) value into the Set Control Rotation Z (Yaw) slot. To get the Set Control Rotation node you need to Get Player Controller and drag off that.
Okay I hope that helps someone and isn't too confusing.
hello, looks like i have a problem which you described how to fix in your second point, however I find it hard to implement in my event graph. where should the true&false pins go from the branch?
@@blain4702 on event begin play 'get player camera manager' and from it set pitch max and min
thanks for your tutorial , how can i limit the camera angle not under the ground plane?
Thank you so much!!! It is actually quiet simple compared to other videos where they made a rocket science of it!
I want to rotate when mouse click
Why mouse wheel won't work for me? This is driving me crazy, I have enabled input, enabled mouse in the player controller as well.
5:46 guys, why there's no "Set Control Rotation" function in my project? (I'm using 4.21 version of unreal)
update: uh, I had to add "Get Player Controller" node first
thanks for this
How do I connect the Get Player Controller to the input?
Thanks a lot bro ❤🎉. I'm facing trouble from last 2 days. You are my savior. Thank you very much.
This is cool but what if I only want my rotation activated with a right click and hold.
Hi! You would be able to do this if you put a branch before you add the rotation input with the condition to check if your right mouse button was currently pressed. Hope that helps!
Great tutorial, thank you! Really appreciate this.
One thing that doesn't work correctly is that you can't change the rotation of the SpringArm once you enable Use Pawn Control Rotation. At 7:06 you end up losing your -15 SpringArm rotation once pawn control rotation is enabled. Any idea how I might be able to rotate the spring arm so that I can change the default starting point? Thanks!
Did you figure it out?
Wow that’s so easy, thanks a lot!
Awesome video thank you so much. Wondering how it is possible to have a set path the camera can follow as you scroll.
Try to use a Find Look At Rotation between the camera location and the player location, then set the output to the camera's rotation.
can you blend between two camers which have the orbit functionality?
Thanks for this tutorial, very easy and quick to implement!
Cool! thank you :) is it possible to change mous input to button for example input 1 right input 2 left?
как ограничить угол поворота камеры? например мне нужно что бы камера по оси Х поворачивалась только на 90 и минус 90 градусов (словно голова на шее у человека, мы же не можем голову повернуть на 180 градусов, верно?)
How to limit the angle of rotation of the camera? for example, I need the camera to rotate along the X axis only 90 and minus 90 degrees (as if the head is on the neck of a person, we can't turn the head 180 degrees, right?)
Incredibile very useful tutorial! BUT, how can I drag the position of camera with wheel click? This to adjust the camera around the model. Thank you!
Dude, you saved my life! Thx
Followed this tutorial, I get the following error on compile. any ideas?
This blueprint (self) is not a Controller, therefore ' Target ' must have a connection.
[2440.65] Compile of PhysicsBallBP failed. 1 Fatal Issue(s) 0 Warning(s) [in 256 ms] (/Game/RollingBP/Blueprints/PhysicsBallBP.PhysicsBallBP)
Update: Just redo the get control rotation part; itll fix it
Attach the "Get Character Controller" pin to the "Get Control Rotation". That solved it for me.
As per juanfrancisco Torres - I am getting the same thing where the zoom control isn't working, but blueprints shows it accepting the input! Thoughts? Oh yes, very good tutorial BTW :)
This video helped me a lot, thank you!
Well done Demo! Thanks!
Finally got my character to rotate with A and D and the camera doesnt follow I have it set so its on manual mode so I can Controll it WoW style with the mouse but I need it to follow with A and D rotation got to be simple...
Thank you clearly explained! Can tell me how to switch in and out of this pawn to a camera view? I tried set view target blend with limited success. It never seems to get in the proper view of the pawn.
Thanks, man, this was helpful!
This is exactly what I want thanks for making this tutorial.. please keep in touch #cgunreal
hi there can you cover this with touch imput , swype and pinch , thank you very much
This worked so well, thank you! I do have one question. When I enter from a main menu the camera is on point but the controls are frozen. Do you know how to fix this?
You need to set your Set Input Mode Game And UI
did you solve this? I have multiple cameras but only one is working. The others are still.
Very helpful and super easy to follow! THank youuu!
I have this setup, and it works perfectly fine. However, when I tried to render the camera movement using a sequencer, I noticed that scrolling with the middle mouse to change the arm length caused the spring arm origin to shift. How can I resolve this issue ?
Really great, thank you... Do you know if there is a way to limit the pitch? For example only above the plane?
Davide De Sensi maybe you could try to add a ”Clamp Angel” mode and then feed that in the the axis you want to clap.
@@GameDevMan i had already tried but the problem is that the axis value of mouse y affects the speed of the movment and not his position/rotation
@@davideds05 What do you mean by "only above the player" I can use the "Clamp Angle" it works, i place it between the "Get Control Rotation" and "Set Control Rotation" maybe I misunderstand what your trying to do.
Thank for the share man! appreciate a lot
why am I physically moving the pawn instead of just the camera?
you're a miracle worker, thank you!
excellent tutorial thanks very much
thanks but u should look up the definition of rotation vs revolution.
Hi;
I like your tutorial.. very easy..
Does the first part of this video ( rotation part ) may run on mobile..!!?
May be you have already made a tutorial how to implement this For Mobile platform..!!
Thank you
How to do left to right?
Tks!!! it's just that i'm looking for!!
Amazing tutorial! it just saved me a lot of time. now I'm figuring out why zooming in my project is not working! can someone help me? when I do a simulation the blueprint is receiving the mouse input but the zoom is not working!
I had the same problem, it would seem I have solved it, try changing the Spring Arm location, give it an offset on the X and Y - this worked for me.
Mine wasn't zooming in/out, either. Turns out I had a dome that was messing everything up. The zoom AND the springarm relation to the camera weren't working properly. No idea why, though. Got rid of the dome, now everything works perfectly.
the camera is jiggling stuttering while rotating around the object ? HELP
Can you please make a tutorial to do the same for android?
after finding a 2nd vidoe on what was missing to get the error to disaper the ship will now rotate freely but the camra ius stuck at the defoult north map x axis
how do i get it to stop trying to auto face north and rezist me manuly moveing it to were i want like in the vidoe?
after findeing a 2nd vidoe i did manige to fix the camera lock ishue
Thank you so much for this tut, my friend. I really needed it for one of my project. let me know where I can donate for you if there is an option to do it.
Well done Tutorial, that's what I wanted to say :-)
This isn't working for me and I think its because I already made my game using the first person blueprint, any solution?
My rotation happens around the capera pivot, ignoring the spring arm. Any idea why?
maybe you need to attach the camera to the spring arm, if not make sure that the target in get control rotation is Pawn
8:59 UE5 does not have this item (float-float)
th-cam.com/video/oXbf9A6G3yY/w-d-xo.html
thank you!
God bless you, thank you so much
good man
Really nice :)
so useful . tnx a lot :)
guys why is the camera rotation is moving inverted . how can i fix it ??
multiply the value on its negative,. so it gets inverted. i guess
A little late, but here it is for anyone else with a similar question. You need to add a float multiply node between the mouse Y axis node and the pitch input. Use -1 as your value.
I just got two questions:
How far can you zoom in and out? If you zoom out does it stop or go on forever?
And is there a way to smooth the zooming in and out with the mouse wheel movement?
Thanks for the tutorials and keep them coming!
To answer your questions for number one, i'm sure it will just keep zooming out, but you could control this with some venerable. as for number two, you could place a timeline between the the mouse wheel control and the set arm length. then as the end add a "DoOnce" node to stop an infinite loop.
@@GameDevMan cool! I think you meant variable? (Venerable?) but still thank you very much!
Ty_ teynium haha yeah, sorry I was auto-corrected.
blueprint* you missed an L there.
got a n error This blueprint (self) is not a Controller, therefore ' Target ' must have a connection. and [4406.98] Compile of FlyingPawn1 failed. 1 Fatal Issue(s) 0 Warning(s) [in 98 ms] (/Game/FlyingBP/Blueprints/FlyingPawn1.FlyingPawn1) even tho the code is layed out exatly as you have it
i have the same problem, do you know the solution now?
yo dude, idk you need this anymore, i fixed the problem. in the note "get control rotation" you need the little sentence "taget is pawn" under the title. I took the same note but for "taget is controller"