I was wondering what the strong arguments are for having the player camera in the Character-pawn for the player on a Camera Spring Arm? Sure, it follows the player, but it also (to me) seems a bit limiting as it always is attached to the Character pawns movement to a degree that might not be desirable with it’s rotation etc. I might very well be missing something major here, which is why I’m asking.
Becuase while there’s a bit of extra work with having a separate “camera actor” that’s set per level with the “Set View Target with Blend”-node, it just seems more flexible to me. But if I do that, is there something major that I’m missing out on?