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openrtscamera's Introduction

OpenRTSCamera

Features

camera-bounds.mp4
jump-to.mp4

Changelog

0.21.0

0.20.0

  • Build for Unreal Engine v5.3.X

0.19.0

  • Add "Jump To" method
  • Start overhauling documentation

0.18.0

  • Fix crash when using the camera in a networked context
  • No longer take over view target automatically, the view target must be explicitly set, this is documented in the "Getting Started" section of the wiki

0.17.0

  • Fix #27 by tying camera movement to delta time (thanks @theMyll)
  • This will result in slower movement across the board, if you notice your camera moving more slowly, up the speed values by about 100x. For example, the new camera blueprint speed defaults are 5000

openrtscamera's People

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openrtscamera's Issues

AssetValidator_AssetReferenceRestrictions error message popup after saving map

Hi, the camera is working fine but for some reason I see this error popup after I save the map: Illegally references asset /OpenRTSCamera/BP_RTSCamera. You may only reference assets from EngineContent, Plugin:RoomGenerator, and ProjectContent here. (AssetValidator_AssetReferenceRestrictions). I just dismiss the message and the camera still works fine..

I have unzipped the code to MyProject\Plugins\GameFeatures\OpenRTSCamera, and I created a BP_MyRTSCamera blueprint which has the parent class BP_RTSCamera, and I have a RTSCameraBoundsVolume in the map.

RTS camera is coupled with game frame rate

Hey, I noticed that moving the camera becomes sluggish when the game frame rate is low. I looked more into this and found that one of the causes of this issue is executing the edge scrolling movement updates inside the TickComponent function. The frequency that this function gets executed is dependent on the game's frame rate (it seems like that's how most Tick functions work in unreal). So, because it's dependent on frame rate, that means the RTS camera will move faster/slower as the game frame rate increases/decreases during the life of the game.

Here is how to repro the issue:

  1. run game using the Play In Editor
  2. open console using ` key, then execute these commands:
  3. Stat FPS - this will display the FPS
  4. t.MaxFPS 20 - this locks the FPS to 20
  5. Now try moving the camera with edge scrolling, then try WASD movement. you should notice that the camera movement is a lot slower at 20 FPS vs. the camera movement at say 60 FPS.

Instead of using the TickComponent function, you can use a fast repeating Gameplay timer: https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Timers/

However, unlike the edge scrolling, the WASD camera movement doesn't use the TickComponent function, so perhaps the key presses are coupled with FPS? that might be more difficult to solve vs. the edge scrolling.

Anyways, I don't think this is a big issue, especially if the player configures their graphics settings correctly to have consistent FPS throughout the game, then the player can also adjust the RTS camera speed settings. But it could be an issue for players that have inconsistent FPS, since then the camera movement speed would fluctuate as the FPS fluctuates.

Implement map boundaries for the camera

Currently, the camera actor does not seem to respect the Blocking Volume or the Camera Blocking Volume. We need to figure out how to implement map boundaries, we should also try to create an optional visual for the boundary that shows up on the map.

UE 5.3

Hi, just wondering if you have any plans to update to 5.3? I'm going to try to update it myself but just having issues getting it to work with any of the versions of UE I have atm.

Set Active Camera

Hi, first of all I would like to say that this project is amazing and I would really like to use it in a game I'm trying to make and contribute to the code while I work on it.
I tried setting it up in the "top down" unreal engine template,
I read the "Getting Started" and I couldn't figure out where do I "Set Active Camera", I think there are some missing steps in the guide,
is it in the player controller blueprint? and if so do I need to add RTSCamera component to the player controller?(since the player controller doesn't have "set active camera" function)

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