How To Set Up The Ultimate True First Person Camera in Unreal Engine 5
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- čas přidán 23. 07. 2024
- In this short and easy-to-follow tutorial I'll show you how to set up the ultimate true first-person camera in Unreal Engine 5. If making True First-Person games interest you, I highly recommend checking out my series on How To Make A True First-Person Shooter in Unreal Engine 5 - • How To Make A True Fir...
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Timestamps:
0:00 - Intro
0:47 - Project Creation
1:01 - Camera Set-up
2:05 - Using Camera Input to Rotate Character's Spine Bones
4:49 - Make Changes to the Animation Blueprint
9:17 - Demo and Outro - Hry
This is actually amazing you did this for free. Thanks! Keep it up the series is sick
soooo goooood! These are truly amazing
awesome tutorial. I think you have the pacing figured out. Love to see more!
Aye that's very kind of you, thank you! 😊
Thank you so much been looking for this one
I updated it:
czcams.com/video/fnk4snQyWVY/video.html 🙂
@@PitchforkAcademy wOW tHANKS
Hi! Btw, you could add a head stabilization inside the control rig BP to make the head constrained, that way we could still use full body animations without motion sickness 😉🤝
what'up,awesome!I like it,thank you~
Thanks you so much for helping with ue 5.4 animation sample rotation bug i had
You're welcome! 🫶
hi! thanks for the tutorial, works really well. I am using spring arm to make rotation camera lag, but it makes problem that controller rotation yaw doesn't work properly, so character can run in 4 dimensions and can't rotate. Do you have any ideas how I can fix that, so player can rotate camera(right/left) and also when player press movement input character goes in the direction the camera is facing?
I recommend posting some recordings from PIE and screenshots of your code in the facebook group "Unreal Engine Developers Community" and ask for advice there.
Great tutorial and very easy to follow along with, but I am experiencing a weird side affect of this, my characters animation reaches the max looking up or down distance before my camera, so while my character is fully looking up, I still have to move my mouse slightly further up for the camera to finish catching up.
Hey, this looks very interesting, I'll definitely go through the steps in this video later down the line, Added it as a bookmark.
But also is this easily implemented if you wanted to bind a key press to go between 1st person view to 3ed person view?
You could set it up to switch cameras easily enough, but we won't be using aim offset for this one so setting it up as a functioning 1st and 3rd person shooter is another story. What you do with what you learn here is down to you, my man. 🤘
awesome tutorial
Hey thanks so much for saying so, my guy. 🤜🤛
Great vid, but I would love to see how this would be implemented in Control Rig for the Mannequin Body with the built in Neck IK set to true. I think it might be a more efficient solution?
I'll look into that!
I’m new to unreal, whats the purpose of starting with the third person template rather than the first person template? Is it just so you have the full model of the mannequin? Aside from the camera angle is there any other differences from the first to third person template?
For the full character model and animations. The FP template only has a floating pair of arms...
I take it you are Lerp -> set relative location for crouch and prone situations. Again for server you'll need to use base aim rotation, for the ptich/yaw of head movement vs control rotation. On top of that you'll need to use camera manager -> get camera location for the literal location on the server.
This one wasn't even replicated, but thanks anyway.
Great tutorial! But I ran into a problem where if you look down and then look forward, the character looks up a little bit. Do you have any idea how to fix that?
Try the updated version:
czcams.com/video/fnk4snQyWVY/video.html
How to fix this weird camera jagging and jumping issue when playing different animations like how to make this stable
By looking at my updated video:
czcams.com/video/fnk4snQyWVY/video.html 👍
works good but when I slightly move up or down it just stay there - plus the neck gets stuck on sides as well...
your previous tutorial that change manniquin to metahuman Great but when i try that metahuman bp to this and when i try to change parent socket it says " cannot change socket on inherited component
If you want to play around more with a metahuman I'd recommend setting one up from scratch as shown in this video:
czcams.com/video/-tMxadBifpM/video.html :)
Also I have an updated version of this True First-Person video:
czcams.com/video/fnk4snQyWVY/video.html 😁
New Sub here! this is truly amazing! i was wondering if there is anyway to fix the WASD movement with this because it feels loose and wonky to try and control the character using WASD While turning the head with the mouse. Look forward to more of your videos!
did you ever get this fixed?
thanks!
Dude you're so welcome..
am i able to tie this with your fps series or do you mention this in further videos in the series
I would recommend just follow the TFPS series because we go through this plus much more. This video is more just for a very quick play around for absolute beginners. 🙂
I was wondering one thing. I would like to use a bool to activate the spine rotation, how would I go about that? Like holding the right mouse it activates the spinal rotation.
Just set the bool as true on right mouse button then use it as the condition on a branch before set pitch, then on false you can use an finterpto to bring the pitch back down to 0.
@@PitchforkAcademy thanks a million!!
@astralstormgamestudios1259 You're so welcome, my guy. Thanks for watching and thanks for engaging. 🫶
Fixed it! @@PitchforkAcademy
Hi, very cool guide, short and clear. but there is one old problem, I will be very grateful if you help. If you move backwards in first-person view, then when you change the rotation angle (YAW), the animation jerks (apparently it restarts when you change the rotation angle 0->360). I will be very grateful if you help!
Yeah I know what you're referring to. I've tried to smooth it out before without success. I'll be redoing videos like this one once a year; next time I'll try to step it up a notch. 😉
@@PitchforkAcademy I've been struggling with this problem for a long time) thanks for such a quick answer. Good luck!
Uncheck orient rotation to movement in the BP character movement (bottom section of the viewport Window)
@@MarioCola great, thx mate
Will you do a tutorial on leaning with a true first person camera setup?
Yes! If you follow my True FPS tutorial series I will eventually include leaning. 😁
czcams.com/video/6ATprCYty-Y/video.html
could you make the same tutorial but with a new ue 5.4 animation sample ?
I wanted to, but it's trickier than I thought it would be...
@@PitchforkAcademy yeah, i've been trying to figure out how to make that character turn when you turn the camera for the past 4 days, i just can't find a solution anywhere, everything looks great but when you just stand and turn, your head is spinning 360
@LeateqOfficial Oh I figured that out. Just disconnect the 'update camera' function, disconnected 'set wants to aim', and set wants to aim variable as true by default. Let me know how you go.
@@PitchforkAcademy it worked ! omg thank you so much !
Last question i had, i implemented some roll animations when character jump over the object, and for some reason the camera is not following this animation, it looks like it stays at the same place, i know it's a hard question and probably need to look at the project but maybe you have an idea what can be done (I'm super new to unreal)
@@LeateqOfficial You need to delete the spring arm and attach the camera directly to the head. There might be a setting in the spring arm that would do it but I'm not sure.
Thanks for the tutorial, it’s really cool. Too bad there are tremor problems when going backwards or going from left to right, that makes this method unusable. Additionally, I have a problem where I can only move the camera from left to right.
That's all taken care of in my new updated method:
czcams.com/video/fnk4snQyWVY/video.html
very good tutorial, but i am encountering some issues after everything is done, the character movement is weird becasue you look around with the camera to different direction, the character will continue going straith instead the direction you looked at. any ideas how to fix this issue?
It's a feature of this set up. You could try using an FInterp To to bring Yaw back towards zero, maybe when you move your character...
@@PitchforkAcademy thanks for your advice, is there any chance that you make an “extension” tutorial video to this one how to achieve it ?
@@KairtzEdits I'll definitely look into doing that for you. No promises, but I'll look into it. 🙂
@@PitchforkAcademy thank you very much 🫡
So I love the free video for helping me make a True First Person character. However when I move around in the level with walking where I look doesn't make the player character go in that direction due to the whole body not changing the way it is looking. So I was wondering if you knew how to fix that, as I am not good with animations and things like this.
This video is basically just for beginners who want to start messing around. Keep learning and you'll find ways to achieve what you want to achieve... 🫶
@@apagamedev Look up interpolation and set it up to interp yaw back to zero when you start moving, something like that. 🤙
Hey, there's a problem! If we are next to the wall and we lean over, you can see through the wall! I can't solve this problem! Help me! If you can't help me on CZcams, I published a thread in the Unreal Engine Dev Forum, "How do I solve the camera collision problem?" about the camera. Thank you! 🤙👊
Increase the radius of your character's capsule component.
this it great and all but how can I reduce the head bobing?
I might be releasing a follow-up video, an extended version with more features and possibly some reduction of the head bobbing. Stay tuned bud. 🤟
@@PitchforkAcademy looking forwrad to seeing the video :D
Is there any way to make it smoother? It seems like it's rotating in increments larger than a pixel.
I recorded a new version of this video. It's much smoother!
czcams.com/video/fnk4snQyWVY/video.html
@@PitchforkAcademy Thanks, but unfortunately I tried that out and it still doesn't work. It is smoother regarding animations, but unfortunately not looking around. It still moves in large increments causing a bit of a stutter.
@@QuantumSpaceToaster Just when you move the mouse and look around?
@@PitchforkAcademy Yes.
@QuantumSpaceToaster That's really weird, man. No idea why that might be happening. As you can see in my video, it works perfectly.
Thank you so much but it seems the camera is way too shaky and seems to hurt my eyes and won provide a clear view for the player is there a way to make the camera shake less intense, I dont have expierence with ue5 that is why i am asking.
Yes it does move around a lot because of the animations. I recommend following my True FPS series, because in Part 2 we use Layer Blend Per Bone to start creating our own upper-body animations (far less shaky).
czcams.com/video/6ATprCYty-Y/video.html
@@PitchforkAcademy Thank you so so much
@@SportsHQ4128 You are so welcome, my dude. Thanks for watching! ✌️
@@PitchforkAcademy It seems that it uses first person template and i am using third person is there a way i can contact you or communicate for further support if possible
@SportsHQ4128 Just click "add" down in the content browser, then "add feature or content pack", and add the first person pack to your project. 🤟
Great tutorial! I do have one problem though. My camera only moves left and right but not up and down. I followed the tutorial multiple times but it still doesnt work. Do you have any idea why?
I have no idea why. I've confirmed the method in this video many times, including on the latest version of the engine.
@@PitchforkAcademy Ok thanks. Im just gonna try everything i can.
@@moinammorgen9415 ever figure it out?
did you ever figure out what happened Im struggling with the same issue??
@@hexthekid1599 I did, but I don’t know how anymore. But I know it was something from the video that I just missed. Really make sure you do everything exactly as in the video
cant seem to get the character to look up or down, only left and right. :/
Try and try again, my friend. Let me know if you find out what the issue was!
How to fix the bobbing violently problem: go to bp3rdperson, follow camera, in details change camera options to use pawn control rotation. And now it's fixed
I have a much better solution in my new video which I'm uploading right now...
@@PitchforkAcademy alright sick sorry for blowing up comments just was super stoked I found something. But yeah can't wait to see your update
@@rhiku117 No worries at all, man. It's up... 🙂
This doesn't seem to retarget directly to my metahuman character. Any ideas?
For true first-person metahuman check out my TFPS with a metahuman tutorial series. 🙂
Doesn't work, followed the video step by step 3 times over and the result is always the same. When you compile at the end it spews "The property associated with Yaw could not be found in '/Game/Characters/Mannequins/Animations/ABP_Manny.ABP_Manny_C'" and the same for Pitch. It seems the character cast is refusing to work, as the little debug pop up when you drag off the "Character" pin from the Event Blueprint Update Animation chain says "Character [Unknown] Class: (Unknown)"
Okay I'll look into it as maybe in 5.3 something has changed. I might even post an update video today so stay tuned. Thanks for letting me know!
I don't know how you're getting these errors. I just verified this method in 5.3 first try... You didn't miss the changes to cast @4:59?
You can or use "try to get pawn owner" or use "Cast to (character bp name)" and connect to "player character" "get player character" node
This method is working with my bp third person
Dunno if anyone knows how to fix it, but if I look all the way down then start moving the camera up the body rotation seems to move faster than the camera and manny is doing the limbo when looking forward. When I look all the way up then back forward it corrects itself
From my experience it's always been to do with the clamp values
Hi, different person but ran into the exact issue where the body bones rotate twice as fast as the camera. changing clamp values does nothing. if i look 45 degrees up the spine bones hit their collective 90 degrees. i managed to fix this by dividing the action values by 2 before routing it through the add node. i dont fully understand what goes on beneath so i cannot say why it might happen in the first place @@PitchforkAcademy @NoobNoob3399
@@level10gnollwarlock I'll set this up in v5.3 when I get home from work today and check that there's no issues with the method. I'll get back to you in a few hours. 🙂
@level10gnollwarlock I've just followed the tutorial from scratch and it works so I have no idea how you're getting that result.
@@PitchforkAcademy my character is custom, notably I have a second camera to switch between first and third person. I currently can't test but could that be why?
MAN! is there any way to replicate spine rotation? i've spent 20 hours trying anything but achieved nothing, pls help
Yeah I can replicate the spine rotation but with a TFP set up it breaks something else unfortunately... Anyway, I'll post a video showing how to replicate the spine rotation today (but in third person).
@@PitchforkAcademy thx for respond, i've succeed by sending pitch value into server an then multicast
@@PitchforkAcademy i would send you screenshots after 5pm cet if you'd like to share it further
@@BeCrust22 I already knew how to do it. As I said, I'll be uploading a video containing the method very soon.
not sure where i went wrong cant moe side to side mouse not working
I'm working on an updated video with a much more advanced method. Stay tuned!
@@PitchforkAcademy i figured it out after fixing the yaw, pitch wasnt working. i figured that out its in settings on many that sometimes default back to 0 not allowing movement super weird but not your fault
Bit confused here; this must be integrated into part 3 of the tutorial?
This is not part of the series. The series is in a playlist and every part is linked in the descriptions of every other part.
@@PitchforkAcademy Ooh ok. yeah, I noticed at the end of P3 because you referenced this Tutorial nodes in a separate project there with the idle animation. Was confused lol But I figured it out later. Thanks for the super cool content, honestly appreciate it :)
I'm a Computer scientist and I'd love to know how to make games I currently know Cybersecurity, How to make a responsive applications and websites
There are tonnes of free resources on how to use UE5. CZcams it, my dude!
I have just discovered this! Awesome. It would be even more awesome if I knew why it doesn't replicate:( Could anyone help?
I wish to see this camera in all shooters
I dont have all 5 spine bones
Adjust for how many you do have then. 👍
@@PitchforkAcademy alrighty thanks for the reply
followed to the letter didnt work :/
You missed something
@@PitchforkAcademy nope! i didnt! :)
have a nice day
@Sillyman44 Yeah, you did. I've repeated this method many times. In the video it literally shows me making it work. You have a nice day too. 🙂
@@PitchforkAcademy we'll call it a draw
@Sillyman44 Hahahaha nah you missed something. 😘
not for multiplayer :(
Anything is for multiplayer if you know how.