I just updated my project to 4.11.
I’ve noticed right away that any moment in the game that uses a scripted camera now doesn’t work as before. All Camera components inside of Blueprint actors are now always stuck at the location 0,0,0 relative to the blueprint instance in the map.
If I try to manually change the camera component’s location either inside its Blueprint or in the map instance, the location values just change back to 0 in the map’s actor instance as soon as I press enter. The strange thing is, the Location looks correct inside the Blueprint editor. The Camera component inside the Blueprint editor is still where it’s supposed to be. It’s only in the map instance of that Blueprint that the location ALWAYS defaults to 0,0,0.
As a test, I tried re-creating the camera inside of one of my blueprints, to see if recreating it would get rid of this glitch. It didn’t, the new camera also experiences the same issue. I also deleted the instance of the Blueprint that was already placed in the map, and I placed a new one of the same class. The new one experienced the same issue.
Just noticed that the problem actually only occurs to the Camera Component that happens to be in use as a preview in the UE4 viewport (the little box that appears on the lower right corner when the Blueprint is selected). Any camera components that are not in use for this remain in the location they are supposed to be (instead of being reset to 0,0,0)
A temporary workaround for this problem; Duplicate the original camera component and replace every Blueprint script reference to the original camera with the new copy, while leaving the original camera component in tact (don’t delete it). The viewport will continue reseting the original camera to 0,0,0 but the Blueprint code will use the new one.