
Learn to build a movable camera system in Unreal Engine, modeled after the game binding, with a bonus deployable camera system inspired by Rainbow Six.
Open the Epic Games launcher, use version 15k, create a new first-person project with no starter content and maximum quality desktop console, and name it camera test.
Create a stair area by mirroring and duplicating geometry, clean up unused objects, and align the scene for the next video in the UE4 movable camera system course.
Create red and green ghost materials, adjust base color with vector3 constants, and switch the blend mode to translucent. Apply the materials to a geometry box and save.
Create a movable camera blueprint by making a pawn blueprint, attaching a camera and primitive components, adjusting transforms, detaching and reattaching, and configuring mouse inputs in the first-person project.
Build an interaction system using a blueprint interface and an interact action, performing a line trace from the first-person camera to detect hits and send an item interact message.
Implement a movable camera system in UE4 by picking up and dropping cameras, updating the first person character’s camera count, and using a ghost color to indicate availability.
Learn how to build a movable camera viewer in Unreal Engine 4 by creating a camera viewer blueprint, enabling interact to possess a camera, and implementing mouse sensitivity and zoom.
Create a camera widget blueprint in UE4, label four cameras, anchor them bottom left, control visibility with a flip-flop and a one-second delay, then add to the viewport.
Duplicate camera assets to create four cameras, add camera_use variables in Bob, update the level blueprint to set and switch between cameras 1, 2, 3, 4, and test the setup.
Set up a camera viewer to use multiple cameras independently. Create camera references, branching logic, and widgets to switch between cameras one through four.
Create a bonus spider camera in UE4 using blueprints, setting up input mappings, a camera viewer hub, and movable cameras with depth of field, zoom, and player possession.
We are going to make a movable camera system in Unreal Engine 4! Similar to the camera system in "Finding BigFoot" and a bonus camera system like in Rainbow 6, deployable camera to look around a area! This is very exciting to learn about how to make the proof of concept idea, of a system that people use in games now days! Come on and learn something new!