I am talking, of course, about Super Mario 64, whose success allowed other influential third person games like Resident Evil 4 (2005) and Gears of War (2006) to create their own revolutions.
Remember that the N64 controller only had one control stick! The follow camera was a vast improvement from its contemporaries, which were often limited to static cameras as seen in Resident Evil (1996) and rail cameras like in Star Fox (1993).
The revolutionary feature in this game is a camera that slowly rotates behind the player to adjust to their movements - notably causing avatars to run in circles when running towards the camera. If you have ever seen this in a game, chances are that camera is a "follow camera" that was inspired by Super Mario 64.
There are two camera modes in Super Mario 64: Mario Mode and Lakitu Mode. My project, Super Maria 64, will focus on implementation of Mario Mode. See reference of a player completing the game in Mario Mode here. Lakitu Mode is preferred by many players and aged better with time, but it is basically another layer of features on top of the features in Mario Mode... so we will avoid that complexity.
Goal: Go from a blank UE4 level to a prototype quality camera
There are two conditions we need to evaluate. First, is the player falling or jumping? The camera should not follow the player, more specifically reorient itself to be behind the player, in these cases. Thankfully, the IsFalling component is sufficient.
Secondly, we need to know if the player is moving because typically Mario Mode does not adjust the camera when the player is moving. We will deal with the major exception case, when the player moves towards the camera, in the next installment.