This was again managed through an AnimNotify, call node and custom event within the animation and character blueprints, with the exception being that it required its own blueprint to function as intended, this was a simple implementation of a "CameraShake" blueprint.
The values are edited on Ocscillation, Pitch, Yaw and Roll amplitude and frequency then set through a 'client play camera shake' node within the character blueprint.
With the appropriate values set and the right nodes in the right places, all that remains is for the shake value to be set wherever the user requires the camera to shake.
For this specific character the shake was applied into the attack blueprinting alongside the (currently not in use) launch force nodes. As the AnimNotifys were set in the places I required them, on some strikes within some of my attacks the camera will shake as the character makes contact with the implemented enemy.
Some camera shakes can be seen in my attacks below;
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