UE4 Improved Camera Lock-On Tutorial Part 2 | Unreal Engine 4.16.1

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## Note: This video is part 2 of a 2 part tutorial.

This tutorial builds upon a system made in "this" tutorial

Timestamps

0:00 Start/Swap Prep
2:04 Target Swap
34:39 Camera Mod
54:51 Target Center of Camera
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Really perfect, many thanks for this series. thanks thanks thanks

TheSebledingue
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Hey man, I just wanted to thank you.
You did an impressive work there and even if some peaces are hard to explain, you try your best to find the words !
I learn many things in, theorically speaking, a small amount of time so many thanks and continue like this, I wish you best of luck !

gillariel
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Thank you so much for this amazing tutorial series!!!! Sick math skills by the way!!!! Kudos Rayziyun!!!!

SystemsDevel
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Fantastic tutorial series! Full of useful information and a script that will be very useful for implementing into future projects, thank you!

hyperatomart
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This tutorial is amazing. All I want to know about targeting system is in this tutorial. Thanks for sharing Rayziyun!

jtlimmax
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0:00 - Start Swap
2:04 - Target Swap
34:39 - Camera Mod
54:51 - Target Center of Camera

ty_teynium
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Thank you for that mathematic part of this ... I mean I have done everything on my own but I was not able to initialize that LEFT and RIGHT side. Once again, thank you :)

MrStanSK
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Update: I'm stumped, does anyone know how you'd make the cycle through enemies using just left and right instead of all direction keys?
Hey Rayziyun, these are really great tutorials and I appreciate you taking the time to make them! I am learning a lot from this series, which frankly I couldn't find anywhere else. I have a suggestion, though; instead of the dynamic camera maths, I believe there's a vastly simpler way to accomplish the same goal (at least, in the most recent version of UE4, it worked for me). Just set the socket offset of your camera boom to something like 83 in the Y axis. The camera will always stay slightly to the right (or left, if you prefer to set the offset in the opposite direction).

davejones
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I've followed your tutorials up to 38:54. This part onwards didn't go to well for me, All I want to do up to this point is simply lock on, and still glide the camera up and down and more freely to the left and right, how can I go about doing this?

StevenFknEllis
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cheers, was sooo long to get through but works great. Has unreal got rid of the inverse lerp? Ended up having to research how to make one up

thexman
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Hey, I know this is late, but your tutorials are really great! I was just wondering if there is a way to always have the character facing the locked on character?

kungfudynamite
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Just followed your example and i noticed in my test level, the target switch is finding enemies located below the player. While the line of sight code kicks in and disables the lock on, I want to cut out the middle man and just prevent enemies that are out sight from being targeted by the target switch. Unless the code is meant to do that, I might have done something wrong.

CodeStew
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Hello, first of all thanks for these two parts of tutorials! But, there is a little thing that bother me: the dynamic camera, there is not a way to activate it when TargetLocked is true and disable when it's false?

neptuniumm
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where is inverse lerp? I can't see that.

PriscillaTail
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I'm curious how you would setup after the target dies it auto targets nearest enemy. Thanks so much great videos!

Lord_Chieftain
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Hey Rayziyun, amazing tutorial and it works like a charm! You earned yourself a subscriber right away!
However, I'm wondering something.. I'm currently making a game where I'm gonna have an ability which launches my character up in the air with an animation and then homes to my currently selected target. I'm having problems to find the logic for this to happen, since in the launch node, I don't have the distance from my current target to go to. Do you have any idea of how and what I should do to make this work? :)

jonnyliden
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Awesome Tutorial. But I noticed one thing, that bothers me.
If you lock on and walk around the target, the camera wont move smoothly. Its gets a bit laggy.
You can see it cleary, when you look at the targets head.
I have no idea how to fix this. Any suggestions?

Cellzar
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Anyone know how to fix when you're locked on to the enemy to stop the camera from panning upwards so the camera freaks out and is completely birds eye?

StevenFknEllis
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I got it working and implemented gamepad functionality, but I ran into an issue when i stop targeting the enemies, the highlight still appears as though I am targeting them even though the camera isn't pointed at them. I would say it's a "Turn on or off depending on what state the camera is in" kind of thing, but I'm new to UDK and can't figure it out. It happens when I use the thumbstick for the controller and when I use the directional buttons when not targeting.

nicknock
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Thank you very much for this tutorial! But I have a little problem. I tried it on a new third person empty project and it works perfectly. But if I try to use thit target system on my own project, the target system target the enemy but the camera will not move to center the view on him. I'm pretty sure it is not a problem from the target system, but from my project. But it's strange, because the camera is a simple camera component applied on a springarm on my character and has the same details of a thirdpersonproject camera. Anybody has an idea if there could be something to check that is not allowing the camera's movement?

zodiark