Thanks, man! I would like to add destroy actor on debug camera, when switch back on player character
@MarvelMaster4 жыл бұрын
yes thats a good addition^^^
@michaelkukula5926 Жыл бұрын
@BreakBackReality did you ever figure it out? I want to do this too.
@BreakBackReality Жыл бұрын
@@michaelkukula5926 If you just want to flying the debugging camera while the game is running in editor, you can just press F8 and use the engine's flying camera. If you really need to create a camera object during the game, do as shown in this video, but after posses back to character, it is better to delete this created actor through the Destroy Actor node
@michaelkukula5926 Жыл бұрын
@@BreakBackReality hehe I literally just found a solution. I want to do in game not in editor. I created a new spectator pawn and possessed that instead. Then in the event graph for the spectator pawn, I used get all actors of class to bp_firstpersoncharacter > get copy > possess > delay until next tick > destroy actor.
@BreakBackReality Жыл бұрын
@@michaelkukula5926 nice, bro) thats good, but not sure that delay is needed. Just destroy after possess isn't work?
@Dejin14 жыл бұрын
Your tutorials are always done with high quality and you make it very easy to understand great work sir as always! Thanks for the tutorial I will definitely use this!
@semmehh9 ай бұрын
This should be a basic feature, like after pressing f8 you could press like f7 to regain control of you character while the camera is still dispossessed
@보리타작-x9s2 жыл бұрын
THX SO MUCH! This is What've most looking for
@frankcastle23092 жыл бұрын
clearly explained and simple, much appreciated :)
@ISKLEMMI Жыл бұрын
Thank you! This is exactly what I needed!
@TorQueMoD4 жыл бұрын
This is a great tutorial for a free camera, however, just an FYI, if you press F8 while in PIE (Play in Editor) you can actually detach from the pawn and you've got a free debug camera without the need for any code. That said, this tutorial is great for creating spectator cameras :)
@MarvelMaster4 жыл бұрын
Yes but F8 does not work with play in window 😬
@GamingwithPortals2 жыл бұрын
@PRED4T0R yea, the pause command pauses all game code, so you cant really do it that way
@draicor Жыл бұрын
@pred4t0r97 you need to look for the blueprint actor that you want to "keep moving" while the game logic is paused, and in the settings, there should be an option that says "tick when paused"
@bodamat4 жыл бұрын
Implementation is simple, but it's hard to guess :) Thank you very much!
@NizioCole9 ай бұрын
Very simple, thank you!
@jerfi65922 ай бұрын
can we change camera FOV on debug camera?
@AdamHKatona2 жыл бұрын
Perfect. Thank You!
@bernardrouhi4513 жыл бұрын
5:55 there is an Unpossessed event in UE, use `Set Life Span` to auto destroy your pawn
@Weckmuller3 жыл бұрын
this helped me a lot! thanks!
@kenalpha32 жыл бұрын
Thanks bro. I read the comments about AI debug camera command. But it didnt work in 4.27 or idk. Anyways, this works to freeze my player mid animation, which is what I want. Very good to zoom in and get diff angles.
@mingyenwu96213 жыл бұрын
Thanks a lot man! :D
@facepalmedev8 ай бұрын
Just be aware, doing this will spawn more debug cameras every time you press P. You can cache the debug camera and check if it already exists to get around it being spawned multiple times if it matters to you.
@markbevan57714 жыл бұрын
Thanks for the tip !
@epicdudepersonman994 ай бұрын
hey, im trying to make this free camera into the game, not just debug, so how can i make line traces go into where i am looking at? currently they just go directly forward
@marcfornas10314 жыл бұрын
Why not just press f8?
@MarvelMaster4 жыл бұрын
Haha this is actually why I made this video... to collect easier ways how other ppl do it
@Vanderer114 жыл бұрын
@@MarvelMaster When you press play in the editor, there we have pause, stop and eject buttons instead. How could you have missed it :D Anyway, your way is still good since it (should) work in packaged project and it can find some use.
@MarvelMaster4 жыл бұрын
F8 does nothing for me are you using addon?
@marcfornas10314 жыл бұрын
@@MarvelMaster nop, just press f8 on a default editor ejects from player to move and see around without any addon docs.unrealengine.com/en-US/GettingStarted/HowTo/PIE/index.html Point 8. Is not too explainet but...
@MarvelMaster4 жыл бұрын
@@marcfornas1031 well these only works when you are using viewport not standalone window
@absentcassie3 жыл бұрын
my camera just teleports to the centre of the map and has no movement control
@MarvelMaster3 жыл бұрын
Is you have a english keyboard try press ";"
@vitgardon48963 жыл бұрын
I think you can press ; (the key left of 1) and you can leave the actor with floating control. You can also freeze rendering with some key in this mode
@MarvelMaster3 жыл бұрын
Doesnt this only work in viewport mode?
@vitgardon48963 жыл бұрын
@@MarvelMaster It should work everywhere except exported game I think but do not quote me on that :D
@MarvelMaster3 жыл бұрын
@@vitgardon4896 hm indeed it works...problem is my native language german does not have this button on keyboard so I have to find a workaround for that...
@vitgardon48963 жыл бұрын
@@MarvelMaster That is a shame. I am from Czech republic and we have it :D I guess it can be change in editor config
@SaschaRobitzkiАй бұрын
Something like that should be a built-in feature of the UE editor.
@marcusdev4 жыл бұрын
You could just press ' for AI debug, then tab to move freely. Or you can use the enable debug camera command from ue4.
@MarvelMaster4 жыл бұрын
Haha this is actually why I made this video... to collect easier ways how other ppl do it
@marcusdev4 жыл бұрын
@@LuckyPause3d Yessir
@marcusdev4 жыл бұрын
@@LuckyPause3d then TAB to get in freemode
@rastamami2 жыл бұрын
This tutorial is amazing !! Thank you so much for showing this ! I have a question ... do you know how to move the character while free camera using the arrows or game pad buttons ?
@MarvelMaster2 жыл бұрын
Would need another setup because the character is not possessed during debug camera
@motianshi63643 жыл бұрын
nice tutorial. How can I change the moving speed. would be nice for a massive open world level.
@MarvelMaster2 жыл бұрын
Not at pc now. But I think you can cast to pawn movement or so and set its fly speed
@sjru4eu4u45urjdrjrj3 жыл бұрын
Hi Marvel! Nice Turorial! My character is frozen when I jump from a height. how can i keep the time running for my character?
@MarvelMaster3 жыл бұрын
Hm I think its because he gets unpossesed? Somebody said there is another debug mode when pressing ";"
@realadnoh3 жыл бұрын
I would suggest using ToggleDebugCamera console command or enableGDT (in viewport play) which both has a lot of features and is not keyboard layout specific. also I would add the spawn default pawn and possess logic into the player controller, so you can save a reference to the original pawn first, spawn and posess the default pawn, and then be able to switch back to the old one. :-)
@MarvelMaster3 жыл бұрын
Turns out there are 10 different ways^^
@bernardrouhi4513 жыл бұрын
umm... there is such a feature in UE! Press Shift + ' and then Tab to switch to Spectator mode LOL...
@xplorethings Жыл бұрын
Thanks, that kinda works even when paused, although with visual glitches. Coming from Unity, it's hard to believe such essential feature isn't right there where you'd obviously expect it.
@danielacosta60843 жыл бұрын
Is it possible to set the location of the camera manually? I tried setting its transform but instead the pawn got sent to 0, 0, 0, and had no movement controls. Until then I guess I'll try to work with it spawning off of the player.
@MarvelMaster3 жыл бұрын
hm usualy you can set camera location with the camera manager...maybe gve that a try
@danielacosta60843 жыл бұрын
@@MarvelMaster oh never mind there was just some other problem with the code it works now.
@l_t_m_f2 жыл бұрын
Why does GetInstigator not give me the proper class in the c++ ? It gives me DebugPawn... Edit: Actually, you shouldn't use Instigator. It's not used for this. I went into the source. The comment left by Epic Games says the Insigator is the Pawn responsible for damage and other gameplay events caused by this actor. It cannot be used reliably. As you will discover, it does not work when spawning the Pawn from c++ source. I think it's safer/less cumbersome in the end to keep a reference to the original Character. It's less likely to interfere with Epic Games's systems.
@MarvelMaster2 жыл бұрын
jeah its purely blueprint based and since its only a debug thing and nothing for gameplay I think it does not need to be that reliable until some better solutions are found
@l_t_m_f2 жыл бұрын
@@MarvelMaster In the end, I was able to replicate the functionality by keeping the original object reference within the GameMode. Thanks for the inspiration.
@patrikfigo3 жыл бұрын
UE4.26.2: "GetActorTransform" didn't spawn my DebugPawn in a moveable position. So, I used "GetWorldTransform" and as its target the root object of my player character! (If anyone else needs a workaround :)
@chopstigdev3 жыл бұрын
or.. you press the f8 key to switch to simulation...
@MarvelMaster3 жыл бұрын
Only in viewport mode
@chopstigdev3 жыл бұрын
@@MarvelMaster still its way faster for testing
@chopstigdev3 жыл бұрын
@@MarvelMaster but i like the concept of the ingame debug camera 👍
@MarvelMaster3 жыл бұрын
@@chopstigdev actually there are multiple ways ";" also works on english keyboards
@chopstigdev3 жыл бұрын
@@MarvelMaster true
@Abhishekchhetri67743 жыл бұрын
Just press f8 to possess unpossessed
@MarvelMaster3 жыл бұрын
This works only in viewport mode
@_pastras4 жыл бұрын
None of this works...
@MarvelMaster4 жыл бұрын
Why
@_pastras4 жыл бұрын
@@MarvelMaster my input just won’t register. I can switch to the pawn but then there is nothing regarding movement. I setup the logic in the event graph and everything
@FoxoticTV2 жыл бұрын
Or you could just put a print string lmao - good tutorial tho
@MarvelMaster2 жыл бұрын
Sure print string helps lot of times but does not tell you if a door opened or closed in the right direction
@FoxoticTV2 жыл бұрын
@@MarvelMaster Direction as in up or down? I suppose that's how you implement it. you could always branch out different execs and just type in the string area which direction the functionality is supposed to be happening