PLEASE THUMBS UP THIS SO EVERYONE CAN SEE! To fix the way the camera is following the head all shaky-like you can go into the spring arm, and turn on "Use Control Rotation". It will work exactly as it should as this is set up to use the control rotation, and this will force the camera to look using that rotation which actually improves the accuracy of the animation slightly. Hope this helps :)
Not sure where this option is? I don't see it anywhere. Would you mind elaborating a bit? EDIT: you mean on the Character(self) instead of the spring arm?
Hey there, love this tut, helped me a lot with my project. Thanks for that! However I have a question about it. Since I am fairly new to GameDEV, and the whole blueprinting in UE, I am stuck with a pretty basic problem. I like the action of head rotating with the controller, but I would like to parent the camera's translations to the root bone, so when I jump the camera stays with the root bone's location and doesn't jump with the character. Thank you !
Not sure if you will see this, but finished this blueprint, and works great.. except when you used "A" or "D" to move sideways it makes the guy moon walk, and my head rotate 180 degrees if i use the "S" key to run backwards
Nevermind, i was a little tired last night. but managed to find the bugfix videos for this tutorial. greatly appreciated! Thanks for the quality blueprint!
A question for you if you could help me? I building a TPS. I want my camera to always stay behind the player while limiting the degrees in which the camera can fully rotate. I guess something similar to gears of war? just with an added camera rotation. I figured out how to set a min and max rotation. which did work until I moved(rotated ) the player. The min max rotation seemed to be set in world space and not relative to the player or camera position. When the Player (moves)turns so should the camera(staying behind the player) and when the player rotates(camera only) it should stop in either direction at a set min and max. Thank you for any help you have to offer.
Hey sorry for commenting on this old post, but I am having the same exact issue with the Third Person game im developing right now. I want the turning of the camera at high sensitivity to be responsive, but currently it will spin in front of the character to the other side sometimes with fast mouse movement. Did you ever find a solution to getting the camera to stay behind the character at all times when rotating?
Hello! im trying to do this in Firstperson. but the camera keeps clipping through the character when i turn or look down. the springArm Target arm Length is set to 1. probe size to 12. it feels like the origin of the camera rotation is from the back of the camera. how can i fix this? btw thanks for the tutorial!
yeah in first person just snap it to the head bone and activate "controller yaw, controller pitch and controller (whatever the other is)" and it does it. its 9999999999x easier in FP POV since you literally only check 4 boxes to do it
Instead of hooking up the bone to the head in the AnimGraph, like he did in the Animation Blueprint, hook it up to a lower spine bone you want to be rotating.
Hey since you are maiking with transform bone, i got a question. I have aimoffset. But I cant turn head to sides because it rotates all mesh. Will this work? i havent seen all tutorial
+Piscina de la Muerta Yes you can. That's actually what i still do. But i may change that... but haven't decided yet and may have to make some tests to see what works best according to what i want to achieve.
+Jonas Mølgaard so i skip transform bone part i guess? :D oh and if you can, make short tutorial on using turn animation please :D i think i got those. not sure
I also have an aim offset and don't want the characters body to turn while I'm looking around. I just want the head to follow the camera as long as the camera is in the perspective of the character and when the camera moves outside the head turns back to it's origin position. @Jonas Mølgaard Do you have a tutorial for this?
Hey do you know how to make a character crouch and move forward left right and back if you do do you mind teaching me or sending me pics on how to do it or give me a link
just call the crouch function if your base class is character and in the animation blueprint create a blendspace like for walking and set transition to when crouching is true. Check out the anim starter pack blueprint as an example
nevermind, partly figured it out. Other issue I'm having is, when I move the camera, it isn't rotating around the character; it's just kind of disregarding the cahracter
Nicholas Alexander Crap, I can't remember now lol. I ended up going with an alternative method. I think the issue was in "Use Pawn Control Rotation" on the Follow Camera instead of the Spring Arm as that's usually where the issue occurs. If you have a Spring Arm/Camera Boom, you don't want the camera do to anything but watch; the boom should handle all the rotation.
To fix this you can change the interp speed of the RInterp To used to rotate the character. In the tutorial he uses 5, but the higher you go the faster the character will turn. Putting this to something like 12 right off the bat will fix the issue, but will look really jagged when the player is turning slowly. So what you can do is set the interp speed to a Select Float using Bool. The Bool input should be a check to see if the difference between the actors rotation and the control rotation is greater to or less than a specific amount, let's say 80. When setting the Local Actor Yaw Offset there are 2 checks to see if this value is less than -90 or greater than 90, we can use the float from there to check if it's less than -80 or greater than 80, and connect the bool outputs using an OR. This OR will then be the check used for the Bool input of the Select Float. Finally set True to 12 and False to 5. This will make it so when the player is turning slowly, the body will turn like normal, however if the player is really spinning the camera hard the body will instantly reset to follow the fast spin.
PLEASE THUMBS UP THIS SO EVERYONE CAN SEE!
To fix the way the camera is following the head all shaky-like you can go into the spring arm, and turn on "Use Control Rotation". It will work exactly as it should as this is set up to use the control rotation, and this will force the camera to look using that rotation which actually improves the accuracy of the animation slightly. Hope this helps :)
Not sure where this option is? I don't see it anywhere. Would you mind elaborating a bit?
EDIT: you mean on the Character(self) instead of the spring arm?
@@esuriddick On the character self as well, the option should be turned off. Otherwise orient rotation to movement won't work right.
You're the best!
How general code! This also works well with the latest version of Unreal now. That reflects it's well-made code general-purpose and neat!
Hey there, love this tut, helped me a lot with my project. Thanks for that!
However I have a question about it. Since I am fairly new to GameDEV, and the whole blueprinting in UE, I am stuck with a pretty basic problem. I like the action of head rotating with the controller, but I would like to parent the camera's translations to the root bone, so when I jump the camera stays with the root bone's location and doesn't jump with the character. Thank you !
good video! please turn the audio up in the nest one tho ^^'
Hi Jonas. Another very good tutorials. I have problem with physic body. I can't modify/rotate bone - any solution? Thank's
Not sure if you will see this, but finished this blueprint, and works great.. except when you used "A" or "D" to move sideways it makes the guy moon walk, and my head rotate 180 degrees if i use the "S" key to run backwards
Nevermind, i was a little tired last night. but managed to find the bugfix videos for this tutorial. greatly appreciated! Thanks for the quality blueprint!
how did u fix it ?
did you fix it?
@@TommieRizzoTV I know it's a bit too late but how did you fix it?
Thanks A lot for this one ! :)
Is there a way to replicate it for multiplayer ?
A question for you if you could help me? I building a TPS. I want my camera to always stay behind the player while limiting the degrees in which the camera can fully rotate. I guess something similar to gears of war? just with an added camera rotation. I figured out how to set a min and max rotation. which did work until I moved(rotated ) the player. The min max rotation seemed to be set in world space and not relative to the player or camera position. When the Player (moves)turns so should the camera(staying behind the player) and when the player rotates(camera only) it should stop in either direction at a set min and max. Thank you for any help you have to offer.
Hey sorry for commenting on this old post, but I am having the same exact issue with the Third Person game im developing right now. I want the turning of the camera at high sensitivity to be responsive, but currently it will spin in front of the character to the other side sometimes with fast mouse movement. Did you ever find a solution to getting the camera to stay behind the character at all times when rotating?
Hello! im trying to do this in Firstperson. but the camera keeps clipping through the character when i turn or look down. the springArm Target arm Length is set to 1. probe size to 12.
it feels like the origin of the camera rotation is from the back of the camera. how can i fix this?
btw thanks for the tutorial!
and how can i get the character to strafe again?
Hey! Did you get any solution for it? Have the same problem :(
Thank you in advance
bro first person on spring arm!!!! wtf !!! camera to head bone instantly !! sorry for my english but im from poland
yeah in first person just snap it to the head bone and activate "controller yaw, controller pitch and controller (whatever the other is)" and it does it. its 9999999999x easier in FP POV since you literally only check 4 boxes to do it
How can i rotate only the head using the mouse, And rotate only the character using the keyboard?
Instead of hooking up the bone to the head in the AnimGraph, like he did in the Animation Blueprint, hook it up to a lower spine bone you want to be rotating.
great tutorial, do you think you can make something like this for first person?
what if im doing the entire spine this way for weapons?
Awsome mate
Hey since you are maiking with transform bone, i got a question. I have aimoffset. But I cant turn head to sides because it rotates all mesh. Will this work? i havent seen all tutorial
+Piscina de la Muerta Yes you can. That's actually what i still do. But i may change that... but haven't decided yet and may have to make some tests to see what works best according to what i want to achieve.
+Jonas Mølgaard so i skip transform bone part i guess? :D oh and if you can, make short tutorial on using turn animation please :D i think i got those. not sure
I also have an aim offset and don't want the characters body to turn while I'm looking around. I just want the head to follow the camera as long as the camera is in the perspective of the character and when the camera moves outside the head turns back to it's origin position.
@Jonas Mølgaard
Do you have a tutorial for this?
I owe you
can someone help. my head won't move side to side
Hey do you know how to make a character crouch and move forward left right and back if you do do you mind teaching me or sending me pics on how to do it or give me a link
just call the crouch function if your base class is character and in the animation blueprint create a blendspace like for walking and set transition to when crouching is true. Check out the anim starter pack blueprint as an example
Can this be used in first person too?
What do you mean? You can't see your character in first person
@@mosstheboss9563 but the body like r6 when you look down and same model is used to cast shadow
@@vegitoblue2187
Oh I think this works
th-cam.com/video/nRFlhpUfAmE/w-d-xo.html
thanks Mate!
Thanks!
Hey Jonas, I've been working on this, and for some reason, the camera is jagged and shakes whenever I rotate, any ideas?
nevermind, partly figured it out. Other issue I'm having is, when I move the camera, it isn't rotating around the character; it's just kind of disregarding the cahracter
Nicholas Alexander Crap, I can't remember now lol. I ended up going with an alternative method. I think the issue was in "Use Pawn Control Rotation" on the Follow Camera instead of the Spring Arm as that's usually where the issue occurs. If you have a Spring Arm/Camera Boom, you don't want the camera do to anything but watch; the boom should handle all the rotation.
Nicholas Alexander No problem. let me know if it works, I may go back through it and see if I can find a solution again
I have solved it by moving the Spring Arm and the Follow Camera back to it's origin position so it isn't a child of the mesh anymore.
I went and disabled inherit roll for the camera and it fixed everything, it's buttery smooth.
6:55
my camera wen move max left or right is reset to the center ;c
If you move the camera quick enough it still flips.
Can anyone help?
To fix this you can change the interp speed of the RInterp To used to rotate the character. In the tutorial he uses 5, but the higher you go the faster the character will turn.
Putting this to something like 12 right off the bat will fix the issue, but will look really jagged when the player is turning slowly. So what you can do is set the interp speed to a Select Float using Bool. The Bool input should be a check to see if the difference between the actors rotation and the control rotation is greater to or less than a specific amount, let's say 80. When setting the Local Actor Yaw Offset there are 2 checks to see if this value is less than -90 or greater than 90, we can use the float from there to check if it's less than -80 or greater than 80, and connect the bool outputs using an OR. This OR will then be the check used for the Bool input of the Select Float. Finally set True to 12 and False to 5.
This will make it so when the player is turning slowly, the body will turn like normal, however if the player is really spinning the camera hard the body will instantly reset to follow the fast spin.
My turn dont work :c my body dont move I need Help
when you walk backwards your head snaps please fix this
hahahahha same its so funny the way you said it 10 months late :p
my yaw isnt working.
nice idea but i would instantly vomit with this shake
Pity that the shake was not fixed. I believe a lot of people playing such a game would feel nausea.
9:07-12:25
i can't delete camera boom
Cant hear you!