🤳ODK Koda Cam
Selfie Cam

The Selfie Cam example is made up of several modular pieces to showcase the various features required for the end-to-end flow.
At a high-level, the system is composed of the following key components and functions:
BPC_ODK_ScreenshotComponent
A component attached to the BP_ODK_PlayerCharacterBase, responsible for toggling selfie camera mode. It spawns the various BP_ODK_CameraActor camera actors to take different shots.
BP_ODK_SelfieCamera
This actor contains a CineCamera component. Once spawned, it attaches to the player's hand socket and communicates its location to the Animation Blueprint via a Blueprint Interface. This enables the Animation Blueprint to sync the hand's location using an IK chain. The actor also manages the Camera UI and binds to its events.
Using the Selfie Cam
Important Note: The BP_AttachmentManagerODK singleton must be defined in your level's world settings > Non Morpheus singletons section.\ The Koda Cam system relies on this manager to perform mesh attachments to both character and crowd actor instances. If the singleton is not present, attached meshes will fail to render, and the avatar selfie stick functionality (for short-arm configurations) will not execute correctly.
The Koda Cam can be activated using the IMC_ODK_KodaCam Enhanced Input Mapping with the following actions:
IA_ODK_KodaCam_Toggle - Enable/Disable the Selfie Camera
IA_ODK_KodaCam_Rotate - Rotate the camera when active
IA_ODK_KodaCam_Zoom - Changes to field of view to simulate camera zoom
IA_ODK_KodaCam_TakePhoto - Save the image to disk
Live Config
The selfie cam is capable of saving high resolution images to disk and uploading them. This could lead to several large files being uploaded by multiple users. To mitigate any risk, several Live Config values have been added:
ODK.ScreenshotCam.Enabled - Allows for disabling the activation of the Selfie Cam. If this is set to false, when a user presses the toggle shortcut, the BP_SelfieCamActor will not be spawned.
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