I’m having a bit of trouble setting up a separate camera for my project. I want a camera that is independent of the actual character blueprint, as I may want to have multiple cameras in a level for view-switching.
I’ve created a camera actor blueprint, and my player controller is supposed to spawn an actor at runtime, store a reference to it, attach the camera to the player, and then make it the main view (first screenshot - this is in the playercontroller class). This all seems to work just fine. However, when i close the project and re-open it, the blueprint keeps changing my PlayerCamera reference into a Player Camera Manager reference, which breaks the blueprint (2nd screenshot).
I’m clearly missing something here, any advice would be appreciated. Or is there a better way to handle cameras for what I want to do?