Multiple camera systems in Unreal Engine
Budget: €1,500 – €3,000 EUR
We are a company dedicated to the development of digital tools oriented to real estate marketing. We mainly rely on Unreal Engine to offer interactive solutions that support sales process.
Our work process is relatively standardized and we use the same work template for very different types of buildings and developments. One of the pieces in this work template is a camera system that we use in all projects. This sometimes does not work because we work on buildings with very different morphologies.
CURRENT SYSTEM SPECIFICATIONS
The camera system we currently have consists of an orbiting camera around a predefined point. In this system we can only limit the pitch and yaw. This way we avoid the camera to go beyond the horizontal plane and in the same way we limit the camera to be positioned 100% vertical. We also apply a maximum and minimum distance/zoom.
This means that we play with four variables for this system: center, maximum pitch, maximum distance and minimum distance.
This kind of system only works for us with real estate projects with certain morphological characteristics. When we have projects with a certain formal complexity, we require other systems that allow other types of camera paths.
DEVELOPMENT REQUIREMENTS:
Additional camera systems should be developed for buildings with different morphologies and properties which are described below in this document.
The camera system must be developed directly in Unreal Engine and can be developed in blueprints or using C++. The use of external plugins will not be allowed unless previously agreed.
The project delivery format must be an editable UE4 file with camera systems ready to be migrated to other Unreal projects and without external dependencies. The code must be programmed in a modular way and properly commented for later use.
The new camera systems must work with touch and mouse controls.
(Please check the attached document for further details and images - 7 pages)
Our work process is relatively standardized and we use the same work template for very different types of buildings and developments. One of the pieces in this work template is a camera system that we use in all projects. This sometimes does not work because we work on buildings with very different morphologies.
CURRENT SYSTEM SPECIFICATIONS
The camera system we currently have consists of an orbiting camera around a predefined point. In this system we can only limit the pitch and yaw. This way we avoid the camera to go beyond the horizontal plane and in the same way we limit the camera to be positioned 100% vertical. We also apply a maximum and minimum distance/zoom.
This means that we play with four variables for this system: center, maximum pitch, maximum distance and minimum distance.
This kind of system only works for us with real estate projects with certain morphological characteristics. When we have projects with a certain formal complexity, we require other systems that allow other types of camera paths.
DEVELOPMENT REQUIREMENTS:
Additional camera systems should be developed for buildings with different morphologies and properties which are described below in this document.
The camera system must be developed directly in Unreal Engine and can be developed in blueprints or using C++. The use of external plugins will not be allowed unless previously agreed.
The project delivery format must be an editable UE4 file with camera systems ready to be migrated to other Unreal projects and without external dependencies. The code must be programmed in a modular way and properly commented for later use.
The new camera systems must work with touch and mouse controls.
(Please check the attached document for further details and images - 7 pages)