INSTALLATION & INTEGRATION
INSTALLATION & INTEGRATION
Obtain the plugin from the designated download location.
Place the downloaded plugin files into the Plugins directory of your Unreal project, typically "YourUnrealProject/Plugins". If this directory doesn't exist, create the Plugins folder manually.
Open the Unreal Editor, go to Edit > Plugins, find your plugin in the list, and check the box to enable it.
Close and reopen the Unreal Engine to ensure the plugin is fully integrated.
In the Unreal Editor, check for the trailer camera features to confirm that the plugin is installed and working correctly.
Trailer Camera is enabled by using the following console command: ToggleMarketingCamera.
If the console is not enabled on the build, you will need a dev build that has the console enabled.
To open console use the `(backtick) key. Then type in the appropriate command.
For more information on the build configuration, please refer to https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DevelopmentSetup/CompilingProjects/
The trailer camera is an isolated client sided model, which means it should not interfere with client-server models.
If the game is configured to strictly enable only one PlayerController per client, the trailer camera might not function.
For games that support local multiplayer, please keep in mind that the controller will be mapped to the next available controller (index -1). Which means you will need one extra controller than the maximum number of players available.
Split screen is disabled as you enter the trailer camera.
If the server model takes raw input from the client, you might want to use ToggleMarketingCameraP1. For more information on the P1 functionality, please refer to the below section.
The trailer camera has two ways to toggle on the marketing camera (ToggleMarketingCameraP1 / ToggleMarketingCamera). This section will refer to ToggleMarketingCameraP1 as P1, and ToggleMarketingCamera as P0.
P1 will map the trailer camera to the first controller, while P0 will use the next available controller.
Therefore, P1 will remove your ability to control the character once you enter the trailer camera, while P0 will allow you to control both the character and the camera using different controllers.
Although the keyboard input is stated to be available in P1 only, you can use it in P0 with a second set of keyboards.
The trailer Camera creates an actor that contains camera components, and sets the camera as the main rendering camera.
However, transferring the control method is different for P1 and P0. P1 takes over the main controller in the index of controllers (index 0), while P0 takes over the next available controller without a listener. (index -1)
For more information on how the PlayerController works, please refer to https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Framework/Controller/PlayerController/
Unreal Engine version 5.1 only works with the trailer camera P1. This is due to the changes the engine made in its transfer of controls. This issue can be resolved by changing the source code of Unreal Engine (there is a bug report submitted, and this document will be updated accordingly as the Engine is updated).
When editing the values using the console commands, it is advised not to input too drastic of a number. For example, putting a drastically large number for the interpolation value could break the movement / rotation of the camera. Although this has been clamped to make sure you cannot input a value past the threshold, it's a good practice not to input an extremely large amount.