Blueprint script isn't updating the position of my Camera

Greetings!

I am trying to set the position of the main camera that I have in UE5.1 using blueprint and it doesn’t move at all when I run this blueprint script I’ve created.

It does detect my keypress fine, but I am expecting my Camera position to get moved to the coordinate I have specified in the blueprint to no avail.

I would appreciate if someone could fill me into why my PlayerCameraManager is coordinates are NOT updating after I press the key X.

Thanks!

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That’s not how the camera manager works. Not by default, if you wanted to override what the camera is doing, you’d need to:

In the Camera Manager itself. It has its uses but… why not just move the camera instead?

Thanks for the reply,

I guess this leads to me two questions:

  1. The Level in which I am working with doesn’t seem to have a Camera object by default. My guess is UE5.1 is just creating one since there isn’t one? If I add a Camera Actor will the PlayerCameraManager automatically pick it my default?

  2. The other note is that the Player Camera Manager does not appear in my Outliner while I’m in edit mode. I’ve read this is by design, so how would I be able to edit it’s blueprint if this is the case?

Thanks again, I’m new to this so sorry for asking things that may seem obvious to those of you who are well seasoned in this.

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Yes. But there may be no need to fiddle with the Camera Manager if all we need is to move the camera. Try this:

Alternatively (in case we’re looking through a camera that does not belong to the currently possessed Pawn):

The PC always knows which actor the camera is latched onto.


The other note is that the Player Camera Manager does not appear in my Outliner while I’m in edit mode. I’ve read this is by design, so how would I be able to edit it’s blueprint if this is the case?

If you ever do need a Blueprint Camera Manager, you can create one in the Content Browser the same way you’d create a new actor class. Here we can extend the default one:

Which can then be assigned to the Player Controller:

If your level’s Game Mode is using this controller, you can then override the camera behaviour in the Camera Manager (which is just another blueprints to get lost in):

But again, you’d need to do all this only if you wanted something truly explicit.

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Using the “Get Player Pawn” did the trick! Thanks for the speedy reply!

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