Effect
step
First created 4 Actor blueprint classes
Each blueprint class has only one camera component
Place each actor blueprint class in the appropriate position of the scene
Create a custom event in the level blueprint that switches the camera when the event fires
Create a control blueprint, create the following 5 buttons in the control blueprint, and create a click event. The buttons represent the 4 cameras on the car and the Pawn that moves freely outside the car
The button click event is as follows
At this time, the effect is as follows:
If we want to control the rotation of the lens to adjust the angle of view when switching to other lenses, we can do the following:
First, I changed the 4 cameras arranged in the car from the "Actor" class to the "Pawn" class
Similarly, each Pawn has only one camera component
Add the following custom event logic to the event graph to control the relative rotation of the Pawn itself when the event is triggered
Then call the above custom event every frame, and pass the X and Y values of the mouse into the custom event
In the level blueprint, when the custom event of "entering the main driving" is triggered, the control of the Pawn is obtained
Then, click the button of the control blueprint to trigger custom events such as "enter the main driving" in the level blueprint
The final effect is as shown at the beginning of the article.