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Author Topic: about camera class  (Read 82 times)
pokguy
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about camera class
« on: April 02, 2022, 09:05 »

I sometimes find myself wanting to try different camera views for games made in Unreal, usually for top view games. Just now I was poking around Weird West (4.27 vanilla worked for me). And I found the values for the three different spring arm lengths it uses: 4500, 3600, 2750 using Cheat Engine.
After that, because the PAK file doesn't use any encryption, it was trivial to find the location where these 3 values are serialized.
Also, as a side note, it appears that for Weird West the camera class is in the player controller, not in the character, I honestly don't remember if this is  normal behavior for top view games. Anyways, doesn't matter :-)

I'm thinking maybe a more structured approach would be beneficial, for unreal engine games in general, or top view more specific.
I feel my "detective" work is kinda counterproductive and unintuitive,  I'm opened to some brainstorming  for a more universal way to  change camera settings/styles ... Maybe I'm even overthinking it, and some settings in some ini may suffice Cheesy

as a late Easter egg/April's fool/whatever, I leave you with a real-time rendering of Cyberpunk's Night City in Unreal as a side scroller. It's an illusion (unreal, not real, heh), should be entertaining nonetheless.

image:


video (on Bilibili):
https://www.bilibili.com/video/BV1sY411J78k
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pokguy
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Re: about camera class
« Reply #1 on: April 10, 2022, 06:43 »

using Unreal Mod Loader (UML) https://github.com/RussellJerome/UnrealModLoader I was able to make a firstperson camera mod, still early experimental, for Weird West. UML works very straightforward, it spawns a Blueprint mod actor in the destination game world. In the mod actor one can program like a standard blueprint programming, see here my spaghetti Cheesy
And a snapshot
Below there is a Bilibili video too

FPS snapshot

spaghetti


video on Bilibili
https://www.bilibili.com/video/BV1QY4y1H7bT
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pokguy
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Re: about camera class
« Reply #2 on: April 18, 2022, 08:16 »

with the help of UML, I was able to spawn some default UE4 mannequins (with their default materials and animation blueprints/animations) into Weird West at runtime, so there are some new modding opportunities opened Cheesy
I use umodel to validate the correct pak content for the mod, particularly the path. It's not a required step, but it definitely helps, especially when troubleshooting

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