Camera 0.0.0 in Standalone game

Hi, and thanks in advance for helping me !

I have an issue in standalone game (and sometimes in viewport selected) . When i hit the play button the camera is stuck in 0.0.0 location and nothing works . Sometimes i have this issue in selected viewport mode too . I checked Gamemode and Player controller settings, all seems to be ok .

I know that Viewport selected and Standalone works differently . But i don’t know how to solve this issue .

Can you explain how you are starting the player?

Placed in level, spawned from game mode, etc?

Is it a non-standard player?

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Could it be bad positioning of a start point? (too low & clipping into a scene object)

is the character being properly possessed by the player controller in the effected level? (might be a world settings override for a specific level where the character could be set to none or default player character or spectator)

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Hey there @PepponeTV! You’re in good hands with these two, but I’ll add just a bit of explanation as well. This issue commonly occurs when there’s no player start, an improperly placed one without it being set to spawn ignoring all collisions, or if your gamemode is not set to spawn the correct player. The last one you’d be able to see in PIE as that would spawn you with a default pawn as well.

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Sorry for the lack of informations . @ClockworkOcean @3dRaven @SupportiveEntity

Here is the Settings of GameMode
image

And i don’t have a “PlayerStart” beacuse my player pawn have to spawn at point 0.0.0 of a spline … It works all this time because start point of my spline was on 0.0.0 location …

My Player Pawn is not spawned beacause i don’t call spawning in GM Blueprint … . Bad Habits with the Viewport Editor … That spawns automatically the default PlayerPawn in 0.0.0 i guess …
Now if i spawn my pawn player in GameMode and it works .


But now i have others issues …

My game is a rail shooter type game (Like Starfox) and in my first level i have placed a spline that have a “Spawner” at his end .

In Track Blueprint :

I set in the GM how many tracks i want and load level instance of others tracks randomly chosed .

InGamemode Blueprint :

In Viewport Selected Simulation it works fine … in standalone nothing works …

In Viewport Game :

In Standalone :

Better to open a new question for this issue ?

Does the player placement work now?

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Now i spawn it manually in Gamemode like i show in my reply post. And it works ! :slight_smile:

So the level instance placement isn’t working in standalone, but does in editor?

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Yep

My game is a rail shooter type game (Like Starfox) and in my first level i have placed a spline that have a “Spawner” at his end .

I set in the GM how many tracks i want and load level instance of others tracks randomly chosed .

In Viewport Selected Simulation it works fine … in standalone nothing works …

In Viewport Game :

In Standalone :

Have you thought about after spawing the player pawn getting the player controller and possesing the pawn manually. It may seem redundant but you are creating the pawn out of normal order.

You could also possess it in the on post login event (i think it was in gamemode) its the more sure way to guarantee correct possession. But you would also need to move the spawn process there (it can call a function with a return to keep the code clean)

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I didn’t know this was necessary. So I added it .

But it did not solve my track spawn issue :smiley:

Try moving the exact code to post login. But pass in the controller from the EventOnPostLogin in place of the player controller.

Also do a an isValid check if it’s finding the actors with the tag Start.
Maybe add a small delay before the Get All actors with tag node to be sure the level is fully initialized and the object with Start tag is present and ready.

You could add a print string to debug if it’s invalid.

Wow ! It works ! (I tried with delay but not worked)

For now all my issues are solved ! Thanks @3dRaven and @ClockworkOcean .

Now i have to understand how a possessing player issue have messed up with my spawn system … x)

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Congrats on getting it working :slight_smile: