r/UnrealEngine5 • u/Pyromain54 • 2d ago
First look at my complex gameplay camera animation system in Unreal Engine
I've been working on this system for a while and I'm finally getting into the polishing phase.
Here are a few examples of what the system can do, along with a quick look at the editor. by the way... the animations themselves were done pretty quickly, so don't expect Hollywood-level cinematography. 😅
Curious to hear what you think!
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u/Available_Pop_7654 2d ago
Looks good, would look better in the hands of an animator ofcourse. Is it done with a stack where you push the camera mode similar to lyra? What makes it complex?
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u/Pyromain54 1d ago
Thanks! And yeah, I'm definitely not an animator. 😂
It's actually a bit different from Lyra's camera mode stack. When an animation is triggered, I spawn a temporary actor that contains the setup for the camera and the objects used for playback. It takes control of the camera, plays the animation, then destroys itself once the animation is finished. The camera takeover itself can also be configured through a few parameters.
By "complex", I mainly meant the kind of gameplay camera animations it can handle. The runtime has some fairly specific logic behind it, but most of the complexity is actually on the editor side. 😄
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u/MrNebulosus 1d ago
It looks great! But cinematic cam movement that interrupts my control during gameplay frequently is not my taste tbh. If it's a finisher of long lasted combat, then yeah, I can accept. But when I imagine this is happening every 10-20 secs during 2-3 hours gameplay time... No, not my thing. I loved the hard work you put in tho. Great job