using { /Fortnite.com } using { /Verse.org/Simulation } // This is our main script. It attaches to the Fixed Angle Camera device. IsometricCameraScript = script(): // 1. THE TARGET (The Player) // We need a reference to the player character. // In UEFN, you can set this in the editor or find it via Verse. // Let's assume we find the first player for simplicity. Player := struct(): Actor: Actor Location: () -> vector // 2. THE CAMERA // This is the Fixed Angle Camera device we placed in the world. Camera := struct(): Location: () -> vector Set Location: (loc: vector) -> void // 3. THE SETUP FUNCTION // This runs once when the game starts. Initialize := func(): // Find the player. In a real game, you'd use a player event. // For this demo, we assume we have a reference to the player actor. // You would typically drag the Player Character into the script's // "Target Actor" property in the UEFN editor. Player.Actor = Get First Player Character() // Set the initial location function for the player Player.Location = func(): return Player.Actor.Get Actor Location() // Set the initial location for the camera (the device itself) // We use 'Self' because this script is attached to the camera device. Camera.Set Location = func(loc: vector) -> void: Self.Set Location(loc) // 4. THE UPDATE LOOP // This runs every frame. Update := func(): loop: // Get where the player is right now. PlayerLoc := Player.Location() // Calculate where the camera SHOULD be. // Isometric view: Behind and above. // Offset: 200 units back (Y), 500 units up (Z). TargetCamLoc := PlayerLoc + vector(0, -200, 500) // Get where the camera IS right now. CurrentCamLoc := Camera.Location() // Smoothly move the camera towards the target location. // Lerp = Linear Interpolation. It's like healing. // We move 10% of the distance each frame. NewCamLoc := Lerp(CurrentCamLoc, TargetCamLoc, 0.1) // Apply the new location. Camera.Set Location(NewCamLoc) // Wait a tiny bit before the next frame. Wait(0)