heyzoos / openrtscamera Goto Github PK
View Code? Open in Web Editor NEWAn Unreal Engine 5 open-source RTS/MOBA camera implementation that aims to be fully featured, customizable and dependable
License: MIT License
An Unreal Engine 5 open-source RTS/MOBA camera implementation that aims to be fully featured, customizable and dependable
License: MIT License
Making the plugin a Game Feature breaks the plugin when installed from the marketplace and is likely related to #24
How can I contribute to this project? I'm learning C++ and I would like to help improve this incredible project!
The camera movement is not always relative to the camera orientation. This can be observed by rotating the PlayerStart
.
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)
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.
Why don't you add your plugin to a project called "Plugin downloader" is a project that helps git plugins to be easy to download
In Marketplace: https://www.unrealengine.com/marketplace/en-US/product/plugin-downloader
The plugin in github: https://github.com/Phyronnaz/PluginDownloader
The project where you add your plugin: https://github.com/Phyronnaz/PluginDownloaderData
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.
Hey there,
i noticed two pretty obvious bugs as described in the title. If you want i can make a PR to fix them.
Awesome work btw, saved me quite some time :)
Right now the height adaptation casts and adjusts its height to anything. It should just be the ground channel specifically and also be configurable
Not sure if this is mutually exclusive with #20
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.
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:
Stat FPS
- this will display the FPSt.MaxFPS 20
- this locks the FPS to 20Instead 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.
When I moved cursor into left or right, here is a unintended jump happened in viewport, here is video https://www.youtube.com/watch?v=ebwyTXFNdeE
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