UE4 Improve camera system using CameraManager

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  • เผยแพร่เมื่อ 22 ม.ค. 2025

ความคิดเห็น • 40

  • @KiogOFC
    @KiogOFC 3 ปีที่แล้ว +1

    Thank you helped me alot !

  • @leo-senpai6179
    @leo-senpai6179 3 ปีที่แล้ว +1

    genial que buen tutorial !!
    gracias por eso amigo !!

  • @alecx9821
    @alecx9821 ปีที่แล้ว

    Bro how did you add target point to camera? 1:50

  • @captainunknown2839
    @captainunknown2839 3 ปีที่แล้ว

    This blueprint (self) is not a ALS_AnimMan_CharacterBP_C, therefore 'Target' must have connection.
    Variable node get Camera uses an invalid target. it may depend on a node that is not connected to the execution chain, and got purged.
    2:02 Compile fails, I'm new to Unreal & I have no idea how do I solve it. Any help will be appreciated :)

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว

      Please join to my discord so I can help you: discord.gg/pjvySbrHcd

  • @mikaznavodya9300
    @mikaznavodya9300 3 ปีที่แล้ว +1

    Thanks brother

  • @Xx-Anwar-xX
    @Xx-Anwar-xX 2 ปีที่แล้ว

    hi there , any idea on how to use the als 4 camera management system on a vehicle . i did all the camera animation part for driving and added a new movement state as driving in the enum . and when i posess the vehicle i change the movement state to driving but the vehicle just doesnt use the ALS camera .

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  2 ปีที่แล้ว

      the camera manager needs a reference to the character, if you are changing the character you are also changing the camera, but a cool feature is that the camera manager is part of the controller, so just edit the code to use a reference to the car instead of the character

  • @dhonestudioz2462
    @dhonestudioz2462 3 ปีที่แล้ว +1

    BUT THE WHEN I PRESSED F KEY THE CAMERA WAS GOING IN FPP AN AGAIN COMING IN TPP. SO I PUT THE PIN INSTEAD OF REVERSED TO STOP IN THE TIMELINE. IN THIIS CASE THE CAMERA WAS GOING TO FPP BUT WAS NOT COMING TO TPP. SO I HAVE SUCH A PROBLEM. SO CAN YOU MAKE A STEP BY STEP TUTORIALS FROM ADDINNG CAMERA TO ADDING NODES ALL THE THINGS. PLEASE. IT'S A REQUEST FROM YOUR SUBSCRIBER.

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว

      okay dude, yeah, I'll make a parkour system so I will explain that here, I created a function for that so you should not have a problem

  • @edgarprotsko1558
    @edgarprotsko1558 3 ปีที่แล้ว

    Projects that use ALS can be bluprints projects yes?

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว

      yeah, if it's c++ or bp is just about the project settings, you can always switch and create a bp or c++ class.

    • @edgarprotsko1558
      @edgarprotsko1558 3 ปีที่แล้ว

      @@Shumaro-dy5xn yep good - because i dont know c++ at all)

  • @RatoBombaGamesTM
    @RatoBombaGamesTM 3 ปีที่แล้ว

    Shumaro, there`s anyway to make the third camera more similar to resident evil 2 remake camera? More close to the character..

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว

      Yeah on the anim bp of the camera you can set the camera distance for the each rotation mode, aiming, looking direction and velocity direction.
      It a number, by default it's -180 I believe

    • @RatoBombaGamesTM
      @RatoBombaGamesTM 3 ปีที่แล้ว

      @@Shumaro-dy5xn TKSSSS A LOOOOT, Working all right now!!!

  • @snydicus
    @snydicus 3 ปีที่แล้ว +3

    I think this type of True First Person is only better / cool on the surface, but in actual gameplay contexts its very jarring and doesn't represent the way our eyes actually see the world. Our brain does a lot of stabilization and even if you run, the image is pretty stabilized irl. I personally just used the built in 1st person functionaly, broke the z axis and tied the Z axis to the pawn location (adjusted to be roughly head height) to eliminate bobbing. Then I made the head invisible from the inside for first person use. The headbob with unmodified True FP is just way too jarring and violent.

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว +1

      yeah, you can only use 1or 2 axis; and clamp the value of the interpolation; on my projects usually I divide the lerp to something to interpolate between 0-0.6 for example, so I'm not using the last position.

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว +1

      @glyn hodges you can hide the head using the node "Hide Bone by Name" with the "head" bone.
      But the shadow will disappear, I recommend to switch the head material with transparent material with shadow, check "Volumetric Translucent Shadow"

    • @shannenmr
      @shannenmr 3 ปีที่แล้ว +4

      @@Shumaro-dy5xn You can tick the "Cast Hidden Shadow" option under Lighting to have shadows for objects hidden such as if you use Hide Bone by Name etc.

    • @Maelstromm76
      @Maelstromm76 2 ปีที่แล้ว

      Agreed ^ did the same with my system

    • @RareBirdGames
      @RareBirdGames 2 ปีที่แล้ว

      Where is this located in the project? Trying to find the Z axis you are speaking of, is it located in the Anim_BP or the ALS_Character BP?

  • @Darkss2
    @Darkss2 3 ปีที่แล้ว

    Thanks!!!!!!!!!!!!!

  • @DerPolee
    @DerPolee 3 ปีที่แล้ว

    Hay, Thank you very much for this informative Video. Do you maybe know how i could rotate the player to location but maintain the camera location. Example : I want to sit on a chair. On interaction (OnChair) i set the control rotation to rotate away from chair and then the sitting animation is playing. Everything is working fine except the camera. It also jumps to the Control Rotation. Do you know any way to stop that behaviour and just allow to orbit the player like in ragdoll mode??

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว

      Yeah, the als has rotation modes, use the VelocityDirection, I think there's a function to switch that.
      You can also modify the camera behavior if you want the camera get closer for example

    • @DerPolee
      @DerPolee 3 ปีที่แล้ว

      @@Shumaro-dy5xn Thanks, but when you use velocity direction then the player won't rotate via Set Control Rotation Node. To Rotate player with set control rotation node we need Looking or Aiming Direction rotation mode. (It also triggers turn in place).

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว

      @@DerPolee you can always switch again to another rotation mode.
      I don't understand what do you want to do.
      Do you want to use the effect of the control rotation with the movement of the velocity mode?
      If it's that you must want to do it for a third person, I don't understand that part

    • @DerPolee
      @DerPolee 3 ปีที่แล้ว

      @@Shumaro-dy5xn :) exuse me very much that i wasn't clear enough. I want to interact with chair(sitting interaction). On interaction i want to turn in place and sit down. To turn in place i need the looking or aiming direction. With velocity direction the player wont turn in place. I also want the camera to stay in place where i Interacted and act like it is orbiting the player/chair (Like in Ragdoll Mode). To do this : on interaction i set Rotation Mode to Looking Direction and then i Set Control Rotation to desired rotation. Everything is working except of the camera. On interaction the camera also jumps to the control rotation and then it is orbiting player. The only thing i need is : On interaction camera stays where it is and allows orbiting while player is turning in place and sitting down. Maybe you could make a ALS sitting on chair tutorial if you have some free time. I would appreciate that very much.

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว

      @@DerPolee what if you try to do that without my system first.
      Use velocity mode when you interact with the chair and I guess you will play an animation to sit down and keep the velocity mode to rotate like ragdoll.
      My system it's based on overwrite the location and rotation of the camera, that doesn't modify something on the camera behavior.
      A small question to try to understand this better: are you using or do you want to use third person for this?

  • @jeejool28
    @jeejool28 3 ปีที่แล้ว

    Hi sorry to bother you, how would you setup your own player camera manager not using als? :O

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว

      The player controller it's the one that gives you the als camera manager on the on posses event(just see how it works here to set your custom camera manager), you can delete that or change the "tag" into the class settings of the als_character because the player controller use that tag name.
      If you want to set a camera actor you will need to do the same.

    • @jeejool28
      @jeejool28 3 ปีที่แล้ว

      @@Shumaro-dy5xn Hi after I posted the comment I found out! Your reply confirms! Thanks for the response. :P

  • @dhonestudioz2462
    @dhonestudioz2462 3 ปีที่แล้ว +1

    I HAVE SETUP LIKE THAT HOW YOU TOLD

    • @Shumaro-dy5xn
      @Shumaro-dy5xn  3 ปีที่แล้ว +1

      ohh soryy I didn't understood your question so I rewatched my video and now I know your "problem", as I said on the minute 5:22 on my projects I use a condition, true if I'm on first person (I pressed c) or false (I'm on third person) to switch between the default first person and my custom first person camera with the third person working.
      But if you copy this without that kind of condition even if you are on first or third person this will use my custom camera because the final part of the lerp doesn't care about the first point.
      I leave the code just like that becase I think this kind of camera is only for first person games, like horror games and if you want to set up only the first person it's someting you need to do on the als

  • @dhonestudioz2462
    @dhonestudioz2462 3 ปีที่แล้ว +1

    HEY BRO

  • @MatAGUILARORTIZROSARIOELIZABET
    @MatAGUILARORTIZROSARIOELIZABET 3 ปีที่แล้ว +1

    bro, me acabo xde dar cuenta que esta en ingles xd nais