Camera issues on blend and/or possession

Hi I have two problems here:

  • When I blend and/or possess to a camera, the new viewpoint starts lower than the camera

  • When I set restrictions to the camera manager (to the yaw and pitch), it seems to align those restrictions with the world view rather than the relative starting direction/rotation of the camera I am blending to and/or possessing.

For my project, I created a camera class that inherited from the character class in order to use IMC and possession to give limited control when the players switches cameras (usually on an interaction trigger). So I gave this camera class a function that would also clamp the yaw and pitch of the camera manager (and reset it after a trigger that would return the player to the original camera). I’m not sure why I end up beneath any camera I blend to and possess, or how to correct the pitch and yaw clamps to be camera-relative.

Also please pardon me in advance for the spaghetti setup, I’ve been trying a lot of methods so I stopped cleaning it up until after I get it all to work.

I found the answer to this. The blueprint itself that is managing the camera sets properties based on the blueprint’s relative positioning for the camera, rather than the position I set to an instance of the camera in the game level. With that new insight I have a new question: is it possible to set the blueprint to allow unique positioning of the camera for each instance of it in the game level?