Camera issue (4-26)

Hey - I’m having an issue which never used to happen while I’m building my JRPG battle system in UE4.

I’ve created a blueprint actor for a Top Down Camera, but I can’t get the game to actually use it when I simulate the game.

It always reverts to my last viewport angle and not the actual camera which is placed in the scene.

It’s a static camera - my Gamemode is selected, so I don’t have a clue what is going on. For context I followed this tutorial.

From minute 9- he creates the blueprint and sets it up with the Game Mode, works fine for him, but not for me. Any ideas?

Thanks in advance.

So you placed a static camera in the map and want to start the map and view from that camera?
You must assign that camera to default player controller when you begin the map. like this:

image

This is the maps blueprint.

Hope it helps!

Dany

1 Like

Thank you for your help. This is how the tutorial I followed instructed me to do:

I created a Blueprint for the camera - CameraTop_Down and called it in the BattleGameMode Events Graph.

It actually worked once then it stopped working. You’re suggestion is that I go into the level Graph and add assign the came to the default player controller.

Let me know what you think.

You can assign the command Set View Target with Blend anywhere.

You just must select the player controller and the selected actor with a camera and wire both to that node.

Get Actor of class gives you the first actor found of the desired class so you can use that anywhere too.

Also in your screenshot you are doing this in a gamemode blueprint.
Are you sure this gamemode is in use in your level?
must be here:

image

or here in settings / maps

1 Like

Thanks for the response.

I’ve done everything you’ve said above, still not working.
When I simulate the game, the camera just won’t go to the angle I’ve set it up to start the game.

I feel I must be missing something really silly. So frustrating

In the image below, you can see that the game is running, but the camera angle is off compare to the Cine in the small screen - which is how it is suppose to be.

A temporary solution would be to put a pawn with the camera where you want it and possess the pawn when the game battle starts that way your using the camera want specifically without trying to change to static cameras. and when the battle ends repossess your character. Ive seen this done often and utilize it myself

Wait…are you using SIMULATE for testing?
this?

image

you must use some of the above options. not Simulate.
Simulate wont update your camera view.

Just try Selected viewport and see what happens

Firstly I wanted to thank you eldany.uy for your input in trying to fix the issue.

So it is fixed - but it wasn’t because of the blueprints - I followed all your advise and it still wouldn’t work. I started to think it has so be a bug with UE4 or my actual project.

So I decided to create a new project - and added the blueprints as you instructed above - and it worked just as you said eldany.uy. So I was annoyed as I knew it would work, so the question was, why isn’t it working on my own project??

I left the new tester project opened, and opened my own project along side it. I clicked play, and for some magical reason it started working!!

So frustrated haha

In any case! It’s working now - thank you for your help! learning everyday!