UE4 C++ Tutorial - Using Camera View Target - UE4 / Unreal Engine 4 Intro to C++
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- เผยแพร่เมื่อ 11 ต.ค. 2024
- This Video:
In this video, we look at the use of the ViewTarget functions on the PlayerController class.
Intro to C++:
Intended to be the true intro to C++ for UE4. This playlist is intended to focus on one topic at a time and explain how, why, and when they work. Think of it as documentation in video form.
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Chapters:
00:00
00:10 - Intro
00:36 - View Target Header
02:22 - Dynamic Binding Recap
04:28 - View Target Code
08:53 - Results
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Great as always! Loving your C++ videos
Thank you.
That's a really cool effect, I never even knew that function existed. I've never seen anyone cover it, great video.
Amazing video. Just decided to join the Patreon. Worth it.
Great to hear and thank you. A personal hello message is on its way.
@@DevEnabled No need for that! That should be me who thanks you to enhance my knowledge of UE4 C++ framework. If I could ask for anything in the future I would ask for a short tutorial on how to pack code to plugins using interfaces and how to make different interfaces communicate with each other :)
@@DominikMorse I already have a topic on Interfaces in this playlist. I can't say I've ever come across the need for multiple interfaces to directly communicate with each other but it would be the same. As for plugins, in case you weren't aware of it, Epic have their free online learning platform and have an entire course just for plugin dev: www.unrealengine.com/en-US/onlinelearning-courses/best-practices-for-creating-and-using-plugins
Nice theme
Amazing, can you do a video on AI perception and more.. making the AI detect the player character and other AI depending on visibility?
thank you sir
20k woohoo!! :D
woot woot!
The reason ppl using cameras over regular boxes because they can control aperture, focus or any other camera related settings. Anyways thanks for sharing, I didnt know about `setViewTargetWithBlend()`
As in, inheriting it from the camera that it's taken the transform of? That's an interesting use but could still be exposed on a much simpler custom Actor class.
EDIT: Nevermind, I've just tested it and the FOV switch etc. are all automated. Very useful to know with some cool reults.
@@DevEnabled does that mean you can change camera related settings in runtime using box camera ?
@@MrSinelnikov I was thinking about it more as macking an Actor with properties exposed and passing the variables through class communication. But using a camera in the place like you mentioned allows all of that to be fully automated which is a useful feature.
@@DevEnabled agree. Was thinking of camera which keeps char in focus by changing focal length(resident evil alike). I’ll try that myself to see differences
@@MrSinelnikov Really interesting though, I'll have to dive deeper into the code as there's nothing to suggest that it will inherit anything specifically from a camera class. Thanks again for bringing that to my attention.
Might have missed it but, do you have any videos on your character animation blend space used for the character in this video?
No, the character was just something I added off-screen to make it a little more interesting than a cube. It's just migrated from the Hour Of Code project on the Epic launcher though. No changes made so you can get the same results easily that way.
Can this be also done in blueprint only?
if (DevEnabled) EXIT_SUCCESS;