Just to point out, that there are two problems with overriding BlueprintUpdateCamera in Blueprint.
- When method is not overriden, default code (in UCameraComponent::GetCameraView) will copy PawnRotation to CameraComponent (in other words, will modify CameraComponent’s rotation), so even if you override this method (BlueprintUpdateCamera) you must also add this behavior, which is not very obvious why (shouldn’t it be done somewhere else?).
- When you override this method, you may run into problem when player cameras are not active. Default code (CalcView) searches for active cameraComponent, and when fails to find it, just copies Loc,Rot to a POV leaving FOV intact. However when you override this method, and you duplicate this behavior (checking for active component), you have no way to leave FOV intact as Blueprint bridge mechanism will override all 3 values in POV (loc, rot, and fov).