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3D Computer Animation Fundamentals Immersion

Unreal Engine – Immersion Project – 34 – Eye Track

This blueprint handles that creepy effect where the eyes suddenly notice and follow the player after a delay.

Starting with Event BeginPlay and Event Tick handling the timing. I’ve got a 10 second delay node here before the tracking kicks in – this is just an arbitrary number for now for testing. Using Get Player Index and Get Actor Location to track player position in the space.

The functionality is in the Find Look at Rotation nodes – they calculate where the eyes should look based on player location, I then feed that through Get World Location and Set World Rotation to actually move the eyes. Then I added a static mesh reference to control just the eye meshes rather than the whole model.

Got some vector math in there with Break Rotator and Make Rotator handling the actual rotational values. The Normalize node with that tiny 0.0001 tolerance keeps movements smooth. Those Add pins at the bottom constrain the rotation angles – set to 25.0, 60.0, and 21.0 to limit how far the eyes can turn. Keeps them from doing impossible rotations that would break immersion.

Pretty happy with how it looks.

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