# Camera detaches itself when saving?

**URL:** <https://forums.unrealengine.com/t/camera-detaches-itself-when-saving/443950>\
**Category:** Cinematics & Media\
**Tags:** hierarchy, detach, unreal-engine, editor, question\
**Created:** [February 22, 2019, 6:55pm UTC](https://forums.unrealengine.com/t/camera-detaches-itself-when-saving/443950 "2019-02-22T18:55:40Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Max.Chen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/max.chen/32/1194502_2.png) [@Max.Chen](https://forums.unrealengine.com/u/Max.Chen)\
**Post date:** [February 24, 2023, 1:44am UTC](https://forums.unrealengine.com/t/camera-detaches-itself-when-saving/443950/4 "2023-02-24T01:44:17Z")

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Similar to this post, you’ll need to use attach tracks if you want to parent spawnables:

> [@Reposition Cinematic Camera after importing motion data?](https://forums.unrealengine.com/t/reposition-cinematic-camera-after-importing-motion-data/775836):
>
> Hello, Is anyone aware of a way to reposition a Cinematic Camera (In Sequencer) AFTER importing Camera Motion data from an external 3D package? I need to move the Cinematic Camera to an appropriate part of the level AND keep its existing/imported keyframes and not jump back to where it was at render time. I’ve tried parenting the cinematic camera to another object in Outliner and moving that but at render time the Camera becomes unparented (Because the camera is set to spawnable) - somewhere …

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_[View the full topic](https://forums.unrealengine.com/t/camera-detaches-itself-when-saving/443950)._
