Hello everyone,
I have been following the C++ First Person Shooter tutorial from Unreal.
The tutorial tells you to position the camera at the relative location of (0, 0, 50 + BaseEyeHeight).
I have done this, yet the camera is not positioned correctly. After looking for hours what could be wrong, I decided to derive from the C++ FirstPersonCharacter once more. Same C++ Code. The camera updates correctly whenever I change the relative location in C++ code.
The first derived character does not update its camera’s location at all. In the BP, the camera is also not tweakable.
In the second derived BP, it is tweakable.
Here is a screenshot of both next to each other. The left one corresponds to “MyFPSCharacter1” (which is the newly derived BP). The right one corresponds to “MyFPSCharacter” (which is the old derived BP).
When I select the right one’s (old derived) camera it tells me that “native Components are editable when declared as a UProperty in C++”.
EDIT: This notice is written no matter which component of the right one I select. Apparently the reflection code has trouble updating or something? Since it doesn’t realize that components ARE declared as UProperties.
It does not tell me that in the left one (newly derived).
Why is that the case? And is there a way to fix this without deriving a new BP? If that happens frequently it would be quite annoying to derive again and again.
Kind regards
EDIT: It has become even weirder. While the newly derived BP is correct, when I set the Player Pawn to it and spawn as a “MyFPSCharacter1”, the camera is almost on the floor. When I select the player pawn in the World Outliner I can reset the camera’s values to the defaults, which are at a correct height. But, like I said, when I spawn the camera values are off.
What is happening? This is seriusly worrying.
2nd EDIT:
Even weirder stuff.
Whenever I pull one of the BPs on the level, the cameras are totally offset from the BP defaults.
Here is the .zip for the project so others can look over it…