✅ Fix It Like This:
🧠 Step-by-Step:
Toggle IsThirdPerson
Add a NOT node to flip IsThirdPerson.
Connect it like this:
Get IsThirdPerson → NOT → Set IsThirdPerson
Set Camera Active States
On True branch:
ThirdPersonCamera: Set Active → New Active = true
FirstPersonCamera: Set Active → New Active = false
On False branch:
ThirdPersonCamera: Set Active → New Active = false
FirstPersonCamera: Set Active → New Active = true
🧰 Clean Visual Summary:
[Input: IA_SwitchCamera Triggered]
↓
[NOT] ← Get IsThirdPerson
↓
[Set IsThirdPerson]
↓
[Branch] ← Get IsThirdPerson
/
True False
| |
ThirdCam: Active T ThirdCam: Active F
FirstCam: Active F FirstCam: Active T
🗨️ Tip:
Label the cameras clearly: e.g., FirstPersonCam, ThirdPersonCam — this avoids confusion.
Want me to send a screenshot mockup of the fixed node layout?
You said:
So much easier when you say it. Bujt, it only works once – so I have one tweak left
ChatGPT said:
Yep—classic rookie gotcha (don’t worry, we’ve all been there): your IsThirdPerson variable is probably not updating before the Branch checks it.
🔍 What’s Happening?
You’re likely doing this:
→ Get IsThirdPerson
→ Branch
→ Then Set IsThirdPerson = NOT(IsThirdPerson)
Meaning: you’re checking the old value, then toggling it after the fact.
✅ Fix It With One Reorder
Move the Set IsThirdPerson before the Branch:
IA_SwitchCamera Triggered
→ Get IsThirdPerson
→ NOT
→ Set IsThirdPerson
→ Get IsThirdPerson (again!)
→ Branch
→ True: Activate 3rd, Deactivate 1st
→ False: Activate 1st, Deactivate 3rd
🧠 TL;DR:
You need to:
Toggle the variable.
Use the new value for the branch logic.
Want a visual flow or a .uasset node map to paste in?
Exactly—your issue is classic “branch reads stale value” syndrome. You read the old `IsThirdPerson` *before* you toggle it, then branch off that old value, so the camera only switches properly once.
**Your fix in nutshell:**
1. Get current `IsThirdPerson`
2. Flip it with `NOT`
3. Set `IsThirdPerson` to this flipped value
4. **Get it again** (the updated value!)
5. Branch off this updated value
6. Activate/deactivate cameras accordingly
This reorder guarantees your branch always acts on the freshly toggled value.
—
**Quick sketch of the node flow:**
“`
[IA_SwitchCamera Triggered]
↓
Get IsThirdPerson
↓
NOT
↓
Set IsThirdPerson
↓
Get IsThirdPerson
↓
Branch
/
True False
| |
3rdCam: On 3rdCam: Off
1stCam: Off 1stCam: On
“`
—
**Bonus tip:**
Label your camera variables precisely — `FirstPersonCam`, `ThirdPersonCam`. It saves headaches down the road.
Want me to whip up a neat screenshot mockup or a `.uasset` node snippet for you to drop straight into Unreal?
We are making progress. I have now migrated this switcher into the main project. Next we will be adding additional animations. List the common animations that need to have
Nice—glad to hear the camera switcher’s locked in and migrated! Next up: animations.
Here’s a **solid base list** of **common character animations** you’ll typically want, especially for a **first/third-person hybrid** setup (FPS/TPS).
—
### ✅ **Core Locomotion Animations**
These are the must-haves for just moving around:
– **Idle** (standing still)
– **Walk** (fwd/back/left/right)
– **Run** (fwd/back/left/right)
– **Sprint** (fwd only or 8-way)
– **Crouch Idle**
– **Crouch Walk**
– **Jump Start / In Air / Land**
– **Turn in Place** (for 3rd person)
—
### 🎯 **First-Person Specific**
These keep it immersive in FPS view:
– **Weapon Sway / Idle**
– **Reload**
– **Shoot / Fire**
– **Melee**
– **Equip / Unequip**
– **Aim Down Sights (ADS)**
—
### 🎯 **Third-Person Specific**
To keep character body responsive:
– **Turn While Standing**
– **Start/Stop Transitions** (from idle to run/walk and back)
– **Pivot Turns** (especially 180s)
– **Strafe Walk / Run** (sideways/backwards)
– **Cover Animations** (if using cover system)
—
### 💥 **Combat Extras** *(if needed)*
– **Take Damage / Flinch**
– **Knockback**
– **Death / Ragdoll Trigger**
– **Hit Reactions (directional)**
—
### 🧠 **Interaction & Utility**
If your game has object interaction:
– **Pick Up**
– **Push / Pull**
– **Open Door / Use Console**
– **Climb / Vault / Ledge Grab**
—
### 🪖 **Optional But Nice-to-Haves**
– **Breathing / Idle Fidgets**
– **Look Around (Head turn/eye track)**
– **Mantle / Step Up**
– **Swim / Dive / Surface**
– **Ladder Climb**
—
Want me to build a checklist asset or Blendspace setup for these next? Or integrate camera-dependent animation changes (e.g., body visible in 3rd person, arms only in 1st)?
How do I assign this new camera switching bp to my paragon character
Great—let’s get your new **camera switching Blueprint** hooked up to a **Paragon character**.
🧠 **Assumption:** You’re using a Paragon skeletal mesh character already placed in your main project, and you’ve built your camera switcher logic (e.g., in a custom BP or in the player controller).
—
## 🧠 Step-by-Step: Hook Camera Switching into Paragon Character
### 1. ✅ **Open the Paragon Character Blueprint**
Usually something like `BP_ParagonCharacterName`
(e.g., `BP_Sevarog`, `BP_Sparrow`, etc.)
### 2. 🎥 **Add Cameras**
In the **Components panel** of your Paragon Character BP:
– Add:
– `Camera` → Rename to `FirstPersonCamera`
– `Camera` → Rename to `ThirdPersonCamera`
– (Optional) A `SpringArm` for third person → attach `ThirdPersonCamera` to this
> 📏 *Positioning Tip*:
> – `FirstPersonCamera` should be at eye level of the mesh
> – `ThirdPersonCamera` on the spring arm (e.g., 300 units back & up)
—
### 3. 📦 **Add a Boolean Variable**
– Name: `IsThirdPerson`
– Type: `Boolean`
– Set **Instance Editable** (so you can preview it)
—
### 4. 🎛️ **Implement the Camera Switching Logic**
In the **Event Graph**:
– Add an **Input Action** (e.g., `IA_SwitchCamera`)
– Paste in your camera-switching Blueprint logic from earlier:
“`plaintext
→ Get IsThirdPerson
→ NOT
→ Set IsThirdPerson
→ Get IsThirdPerson
→ Branch
→ True: Activate ThirdPersonCam, Deactivate First
→ False: Activate FirstPersonCam, Deactivate Third
“`
> 🧠 You can use `SetActive` on each camera component. Don’t forget to uncheck “Auto Activate” on both cameras to start clean.
—
### 5. 🎮 **Hook Up Input**
Make sure `IA_SwitchCamera` is assigned in your **Project Settings > Input Actions**, and your character BP is consuming input.
If it’s not receiving input:
– Go to your **character BP**
– Enable **Auto Possess Player = Player 0**
– Or use a custom **PlayerController** to handle input events
—
### 6. 🧪 **Test It**
– Play in editor
– Hit your camera switch key
– Watch the transition flip between FP and TP
—
### 🛠️ Optional Tweaks:
– Sync camera switch with animations (head bob, camera lag)
– Adjust transition smoothing with a camera blend manager
– Add UI feedback or sound cue on camera switch
—
Want me to generate a drop-in `BP_ThirdPersonSwitcherComponent` so you can plug this into any actor cleanly? Or convert the logic into a **Blueprint Interface** so any character can implement it modularly?
To create a target indicator showing where your character is looking in a standard Unreal Engine Blueprint setup, you can use a Line Trace (Raycast) and a Widget or Decal to visualize the hit point. Here’s a step-by-step guide:
Absolutely, here’s a clean **step-by-step guide** to creating a **target indicator** that shows **where your character is looking** in **Unreal Engine Blueprint**:
—
## 🎯 Goal:
Place a visible indicator (like a decal or widget) at the location where the player is aiming (line trace hit point).
—
## 🧠 Step-by-Step:
### 1. ✅ **Create a Target Indicator Actor**
1. **Right-click → Blueprint Class → Actor**
2. Name it: `BP_TargetIndicator`
3. Inside it, add:
– **Decal Component** *(or)* **Static Mesh / Widget Component**
– Set its size and material to be visible (e.g., glowing dot)
> 💡 You could also use a Niagara particle or custom mesh for flair.
—
### 2. 🎥 **Add the Line Trace Logic to Your Character**
Inside your **Character Blueprint**:
#### Variables:
– `TargetIndicatorRef` – type: `BP_TargetIndicator` (Object Reference)
#### On **Event Tick** or Timer:
“`plaintext
→ GetActorLocation
→ GetControlRotation
→ Line Trace by Channel:
Start = Camera Location
End = Forward Vector * Distance + Start
“`
**Break Result:**
– If **Hit**:
– If `TargetIndicatorRef` is valid → SetActorLocation to `Hit Location`
– Else → Spawn Actor from Class `BP_TargetIndicator`, store in `TargetIndicatorRef`
– If **No Hit**:
– Optionally hide or destroy indicator
> 📏 Trace Distance: 5000–10000 units is a good default.
—
### 3. 🛠️ **Set Up the Indicator Actor**
In `BP_TargetIndicator`, do things like:
– Use `Set World Rotation` to align with the surface normal (optional)
– Add material animation (pulse, rotate, glow)
—
### 4. 🧪 **Test It Out**
– Play in editor
– Walk around and aim
– Your indicator should stick to surfaces the player looks at
—
## 🔧 Optional Enhancements:
– Fade or scale the indicator based on distance
– Use a different indicator material for enemies vs environment
– Add debug line or hit marker
– Create multiple indicators for multi-trace weapons or AoE
—
Want a full plug-in component or prefab you can drag into any character for this? Or a version that only appears on certain objects (like interactables)?
a full plugin component? How about
You got it—let’s build you a **modular plugin-like Blueprint Component** for a “target indicator” system that can be plugged into *any* character or actor.
—
## 🎯 Goal:
A **reusable `BP_TargetIndicatorComponent`** you can drop onto any actor to:
– Line trace from camera or actor’s view
– Place a glowing indicator (decal, mesh, etc.)
– Works out-of-the-box with minimal setup
—
## 🧱 COMPONENT SETUP: `BP_TargetIndicatorComponent` (Actor Component)
### 1. **Create the Component**
– Right-click → *Blueprint Class → Actor Component*
– Name it: `BP_TargetIndicatorComponent`
#### Inside the component:
**🔹 Variables:**
– `TraceDistance` (float, default: 5000)
– `TargetIndicatorClass` (Actor Class, e.g., `BP_TargetIndicator`)
– `TargetIndicatorRef` (Object Ref → `BP_TargetIndicator`)
– `TraceFromCamera` (bool) – if true, uses player camera location/rotation
—
### 2. **Add the Trace + Spawn Logic**
#### In **Event Tick**:
“`plaintext
→ If TargetIndicatorClass is valid
→ Get Owner
→ Get Actor Location & Rotation (or Camera if TraceFromCamera)
→ Line Trace By Channel:
Start = Loc
End = Loc + Rot.Vector * TraceDistance
→ If Hit:
→ If TargetIndicatorRef is valid:
→ SetActorLocation (Hit.Location)
→ Else:
→ SpawnActor(TargetIndicatorClass) at Hit.Location
→ Store in TargetIndicatorRef
→ Else:
→ Optionally hide or destroy TargetIndicatorRef
“`
—
## 🎯 INDICATOR ACTOR: `BP_TargetIndicator`
A simple actor with:
– **Decal Component** or **Niagara** or **Static Mesh**
– Use a glowing or animated material
– Rotate/scale as needed
– Set `Actor Hidden in Game` = true by default, then toggle visibility when spawned
—
## 🧩 PLUG-IN STYLE USAGE:
To use:
1. Add `BP_TargetIndicatorComponent` to any actor
2. In the Details panel:
– Set `TargetIndicatorClass` to `BP_TargetIndicator`
– Set `TraceFromCamera` to true/false depending on use case
3. Hit play—you’re done.
—
## ⚙️ Optional Add-ons:
– Toggle visibility based on player input (like aim)
– Add a `LineTraceChannel` override
– Add a debug mode with trace lines
– Create a Blueprint Interface for “TraceOverride” if you want different behaviors per actor
—
## 🧪 Want This in Code or Prefab?
I can also generate:
– A `.uasset` version you can import
– A macro library if you’d rather not use a component
– A C++ `UActorComponent` version if you’re back to C++ soon
Which version do you want next?
Anchor: Set the image’s anchor to the center of the screen.
To **anchor an image to the center of the screen** in **Unreal Engine’s UMG (UI)**:
—
## 🧠 Step-by-Step: Center Anchor an Image
### 1. 🔧 Open Your Widget Blueprint
– Example: `WBP_Crosshair`, `WBP_TargetIndicator`, etc.
—
### 2. ➕ Add an Image
– Drag an `Image` from the **Palette** into the **Canvas Panel**
—
### 3. 📌 Set Anchor to Center
– With the image selected, in the **Details Panel**:
– Find **Anchors**
– Click the square in the **center** of the anchor grid

This sets both X and Y anchor to **0.5** (center)
—
### 4. 🧭 Position & Alignment
– **Position X/Y**: Set both to `0`
– **Alignment X/Y**: Set both to `0.5` (so the image is centered *on itself*)
> 📦 This ensures the image’s center aligns with the screen center.
—
### 5. 🧪 Result
Now the image will stay locked to the **center of the screen**, even on resize.
—
Want to animate it, pulse it, or fade it when targeting something? I can add that too.
there is no anchor that I can find
Ah, gotcha. You’re probably missing it due to one of these common UI quirks. Let’s fix that fast:
—
## 🛠️ If You Don’t See Anchors in UMG:
### 1. ✅ Ensure You’re Using a **Canvas Panel**
– Anchors **only appear** if the widget is inside a **Canvas Panel**.
– If your Image is inside a `Vertical Box`, `Overlay`, or `SizeBox`, anchors won’t show up.
> 🔧 **Fix**:
– Drag a **Canvas Panel** into the hierarchy.
– Move your `Image` inside that Canvas Panel.
—
### 2. 📌 Set Anchor to Center
Now that it’s inside the Canvas:
– Select the `Image`
– In the **Details Panel**, look for **”Slot > Anchors”**
– You’ll see a small square grid.
– Click the **center dot** (X: 0.5, Y: 0.5)
—
### 3. 🧭 Align Correctly
– Set **Position X = 0, Y = 0**
– Set **Alignment X = 0.5, Y = 0.5**
—
### 🔁 TL;DR:
| Setting | Value |
|—————-|———-|
| Anchor | Center (0.5, 0.5) |
| Position | X: 0, Y: 0 |
| Alignment | X: 0.5, Y: 0.5 |
—
Need a screenshot of exactly where this lives in the UI or want me to generate a widget Blueprint file to drop in?
generate bp
Great! Here’s a **Blueprint Widget (UMG) setup** that centers an image (like a crosshair or target indicator) on the screen using anchors, alignment, and position.
—
## 🎯 Widget Blueprint: `WBP_TargetIndicator`
### 💠 Hierarchy Setup:
“`
Canvas Panel
└── Image (TargetImage)
“`
—
## 🧠 Settings Breakdown
### 📦 Canvas Panel
– Default. No special settings needed.
### 🖼️ Image (Name: `TargetImage`)
In the **Details Panel**, set the following:
| Setting | Value |
|——————|——————–|
| **Anchors** | Center (X: 0.5, Y: 0.5) |
| **Position** | X: 0, Y: 0 |
| **Alignment** | X: 0.5, Y: 0.5 |
| **Size** | X: 64, Y: 64 |
| **Brush > Image** | Set your texture (e.g., dot, reticle) |
—
## 💡 Result:
This image will **stay perfectly centered** on the screen, even if resolution or viewport size changes.
—
### 🧪 Want me to generate and send you a `.uasset` for `WBP_TargetIndicator`?
If so, I can walk you through building this in-editor—or help you script it using `Python` + `Editor Utility Widget` if you want to automate it for multiple indicators.
Wel I have a square at the top left corner of the canvas
Ah, perfect—that means you’re **almost there**, just one nudge away from perfection. Let’s center that rogue square.
—
## 🛠️ You’ve Got:
– An image (the square) on a **Canvas Panel**
– It’s showing up in the **top-left corner** because it’s using:
– **Top-left anchor** (0,0)
– **Position = 0,0**
– **Alignment = 0,0**
—
## 🎯 Fix: Snap it to Center
### 1. ✅ Select the Image
Click on your `Image` in the **Hierarchy** or **Designer View**
### 2. 📌 Set the Anchor
– In the **Details Panel**, expand **“Slot (Canvas Panel)”**
– Find the **Anchors** section
– Click the **center dot** in the grid (should set Anchor X = 0.5, Y = 0.5)

### 3. 🎯 Set Alignment to Center
Still in Details:
– **Alignment X**: `0.5`
– **Alignment Y**: `0.5`
> This centers the image **relative to itself**.
### 4. ➕ Set Position
– **Position X**: `0`
– **Position Y**: `0`
> This aligns the anchor point *at the center* of the screen.
—
### ✅ Result:
Your image should now appear dead-center on the screen—crispy and clean.
—
Want a version that auto-updates size or pulses based on distance/aim lock?
NOw what to do with it to use for character
Nice—your image is now centered. Time to **connect it to your character** so it acts like a *targeting reticle*, *line trace marker*, or *interaction indicator*. Let’s break it into your options:
—
## 🎯 What Do You Want It to Do?
Pick one (or more), and I’ll give you the setup:
1. **🟢 Always-On Crosshair**
Just always visible at screen center.
2. **🔵 Line Trace Target Marker**
Use the widget as a visual indicator of **what the player is looking at** (like a dot that only shows when something is targeted).
3. **🟡 Interaction / Pickup System**
Show or change the image when the character can interact with something.
—
## Let’s Build #2: **Line Trace Target Marker**
You already have the widget—now we hook it up in your character logic.
—
### 🧠 STEP-BY-STEP SETUP:
### 1. ✅ Add Widget to Viewport
In your **Character Blueprint**, add this on **Begin Play**:
“`blueprint
→ Create Widget (Class = WBP_TargetIndicator)
→ Add to Viewport
→ Store it in a variable if needed
“`
—
### 2. 🔭 Line Trace From Camera
On **Tick** or a short timer (every 0.1s):
“`blueprint
→ Get Player Camera Location & Rotation
→ Line Trace By Channel
Start = Camera Location
End = Forward Vector * 5000 + Start
→ Break Hit Result
→ If Hit:
→ Set visibility of image = true
→ Optionally change color/scale
→ Else:
→ Set visibility = false
“`
—
### 3. 🎛️ Controlling the Image (Optional):
In the Widget Blueprint:
– Expose an `Image` variable (the square)
– Use `Set Visibility`, `Set Color`, or `Set Brush` from your Character to update it at runtime
—
### 🧠 TL;DR:
– Image is anchored center ✅
– Widget added to viewport ✅
– Line trace from camera ✅
– Show/hide or update the image based on hit ✅
—
Want a version that **moves to the hit location in 3D**, instead of staying center-screen? Or pulses when hitting something interactable?
Always-On Crosshair
Just always visible at screen center.
Perfect—this is the **easiest and most common** use: an **always-visible, centered crosshair**.
You’re 95% done. Here’s how to finish it off and make it game-ready:
—
## ✅ Step-by-Step: Always-On Crosshair
### 1. 🎯 Widget Blueprint Setup (`WBP_Crosshair`)
You already:
– Anchored the image to center (Anchor: 0.5, 0.5)
– Set Alignment to (0.5, 0.5)
– Position: (0, 0)
– Gave it a visible texture (crosshair, dot, etc.)
Done. ✅
—
### 2. 👤 Add It to the Character
#### In Your **Character Blueprint (or PlayerController)**:
Use the **Event BeginPlay** node:
“`blueprint
→ Create Widget
– Class: WBP_Crosshair
→ Add to Viewport
→ (Optional) Promote to variable if you want to toggle/hide it later
“`
That’s it.
—
### 3. 🔍 Bonus Tweaks (Optional)
#### a. ✅ **Draw on Top**
– In `WBP_Crosshair`, go to the **Canvas Panel** → Set `ZOrder` of the Image to `1` or higher to ensure it renders on top of other UI.
#### b. ✨ **Animated Crosshair?**
– Use the **Widget Animation system** to make it pulse, glow, or expand when firing/aiming.
#### c. 🕹️ **Toggle Visibility**
– Bind it to input (e.g., aim button or sniper scope):
“`blueprint
→ CrosshairRef → Set Visibility (Visible / Hidden)
“`
—
### 🧪 Done!
You now have a **permanently visible crosshair** that stays perfectly centered on all screen sizes.
Need a stylized material version or a dynamic crosshair that changes shape while moving or shooting?
stuck here: End = Forward Vector * 5000 + Start
→ Break Hit Result
Ah, perfect—you’re stuck at the classic Blueprint math combo! Let’s unstick you with clarity:
You’re trying to **line trace** where the camera is looking. Here’s how to properly get the **End** point and process the **Hit Result**.
—
## 🧠 What You Need
### 🟢 Goal:
Trace a line from the camera forward, out to 5000 units, and detect what it hits.
—
## ✅ Step-by-Step Fix:
### 1. 📍 Get Start & End Points
#### Start:
– Use `Get Player Camera Manager → Get Camera Location`
#### End:
“`blueprint
→ Get Player Camera Manager → Get Camera Rotation
→ Get Forward Vector
→ Multiply (Vector * Float) → 5000
→ Add to Camera Location (Vector + Vector)
“`
So:
“`plaintext
Start = Camera Location
End = Camera Location + (Forward Vector * 5000)
“`
—
### 2. 🔵 Line Trace By Channel
Use **Line Trace By Channel**:
“`plaintext
Start → Camera Location
End → (Camera Location + Forward * 5000)
“`
> Make sure the trace channel is set to `Visibility` or whatever is appropriate.
—
### 3. 🧩 Break Hit Result
– From the `Out Hit` pin, **drag and drop a “Break Hit Result”** node.
– You’ll get access to:
– `Hit Location`
– `Hit Actor`
– `Hit Normal`
– `Blocking Hit` (boolean)
—
### 💡 Example Blueprint Flow:
“`plaintext
Event Tick (or Timer)
↓
Get Player Camera Manager
↓
Get Camera Location → [Store as Start]
Get Camera Rotation → Forward Vector → *5000
↓
Add to Start → [This is End]
↓
Line Trace By Channel (Start, End)
↓
Break Hit Result
↓
Use Hit Location → Do stuff (spawn indicator, update UI, etc.)
“`
—
### 🧪 Tip:
If nothing is hitting:
– Make sure you’re tracing on a proper **collision channel**
– World objects should have **“Block”** enabled for `Visibility` channel (or whatever you’re using)
—
Want a working Blueprint screenshot or drag-and-drop function library node for this?
Multiply (Vector * Float) → 5000
I DOPN:LT KNOW hOw THIS IS DONE
Ah, no worries! That step trips up **everyone** at first.
Let’s walk through how to **multiply a vector by a float** in Unreal Blueprints—step-by-step with no skipped clicks:
—
## 🎯 Goal:
You want to do:
`Forward Vector * 5000`
So you can get a long directional trace for your line trace.
—
## ✅ Step-by-Step in Blueprint:
### 1. **Get the Forward Vector**
– From `Get Control Rotation` or `Get Camera Rotation`
– Drag off the **Rotation pin**
– Type: **”Get Forward Vector”** → choose that node
This gives you a **direction vector** pointing where the camera is looking.
—
### 2. **Multiply Vector by Float**
Now, from the **Forward Vector’s output pin**:
– Drag off the pin
– Type: `*` or `vector * float`
– Select: **”Vector * Float”** node
– Set the float input to **5000**
> 🔧 This gives you a vector that’s 5000 units long in the look direction.
—
### 3. **Add to Camera Location**
– Now get **Camera Location**
– Drag off its pin → type: **”+”** or **”Add Vector”**
– Plug the `ForwardVector * 5000` into one input
– Camera Location into the other
💥 **Result = End Location** for your Line Trace.
—
### Final Flow Summary:
“`plaintext
Get Camera Location → [Start]
Get Camera Rotation
↓
Get Forward Vector
↓
Vector * Float (5000) → [Direction]
Start + Direction → [End]
“`
Then plug Start & End into your `Line Trace By Channel`.
—
Want me to send a **screenshot mockup of this Blueprint node chain**? Or a complete “LineTraceFromCamera” macro you can drop into any BP?
how to I tell which person view I am in? I at event begin play get character ?
Ah, now we’re getting into the **camera state detective work**—nice.
Yes, you can **check which view (1st or 3rd person)** you’re in, but it depends on **how you’ve structured your camera switching logic**.
Since you’ve built a toggle system already, I’m assuming you’re using a boolean like `IsThirdPerson`.
Let’s break it down 👇
—
## 🧠 Option A: You’re Using a Variable (`IsThirdPerson`)
The cleanest method—just check that variable.
### ✔️ To check the view:
– At any time (e.g., on Tick, Input, or BeginPlay):
“`blueprint
→ Get IsThirdPerson
→ Branch
→ True: You’re in 3rd person
→ False: You’re in 1st person
“`
—
## 🧠 Option B: You Don’t Have a Variable Yet
You can compare **active cameras** instead.
### ✔️ Method: Check active camera
#### 1. Get both camera references (e.g., `FirstPersonCam`, `ThirdPersonCam`)
#### 2. Use `Is Active` node:
“`blueprint
→ FirstPersonCam → IsActive?
→ ThirdPersonCam → IsActive?
“`
Then do logic like:
“`plaintext
If ThirdPersonCam.IsActive → You’re in 3rd
If FirstPersonCam.IsActive → You’re in 1st
“`
> ✅ Bonus: You could wrap this into a **function** like `GetCurrentViewMode()` that returns an Enum or string.
—
## 🧠 Option C: At Event BeginPlay
Yes, you can do it there—especially to *set* the starting camera.
Example:
“`blueprint
→ Event BeginPlay
→ Set IsThirdPerson = true (or false)
→ Activate ThirdPersonCam / FirstPersonCam accordingly
“`
Then your code knows your current state.
—
## TL;DR:
✔️ If you have `IsThirdPerson`: **just check it**
✔️ If not: check `IsActive` on cameras
✔️ Want flexibility? Use a function that returns view state
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Want a clean utility function that says `”First”` or `”Third”` based on your current view, or should we auto-set UI/crosshair depending on view mode?