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CameraDirector.cpp
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46 lines (40 loc) · 1.28 KB
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// Harrison McGuire
// UE4 Version 4.20.2
// https://github.com/Harrison1/unrealcpp
// https://severallevels.io
// https://harrisonmcguire.com
#include "CameraDirector.h"
// include gameplay statics
#include "Kismet/GameplayStatics.h"
// Sets default values
ACameraDirector::ACameraDirector()
{
PrimaryActorTick.bCanEverTick = true;
}
// Called every frame
void ACameraDirector::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
const float TimeBetweenCameraChanges = 2.0f;
const float SmoothBlendTime = 0.75f;
TimeToNextCameraChange -= DeltaTime;
if (TimeToNextCameraChange <= 0.0f)
{
TimeToNextCameraChange += TimeBetweenCameraChanges;
//Find the actor that handles control for the local player.
APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
if (OurPlayerController)
{
if (CameraTwo && (OurPlayerController->GetViewTarget() == CameraOne))
{
//Blend smoothly to camera two.
OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime);
}
else if (CameraOne)
{
//Cut instantly to camera one.
OurPlayerController->SetViewTarget(CameraOne);
}
}
}
}