Camera location issue when configuring Gameplay Camera System (Experimental) with StateTrees as Director

Hey UE Forum :slight_smile:

Since UE 5.6 added support for StateTree as the Gameplay Camera System director I’ve decided to give it a go! (love trying out the new features)

This is my previous Blueprint Camera Director Evaluator logic:

This is the exact same logic (unless I’m missing something) but with a StateTree:


The data is taken using a Global Task:

With a straight-forward logic:

Now it all seems to work (transitions work fine!) except the location of the Camera when using StateTrees seems to be waaay off the back:
This is with Blueprints:


This is with the StateTree:

(You can see the UI to differentiate between the Camera locations)

Anyone has stumbled upon this and know a fix?
Is this something with the new StateTree x GameplayCameraSystem integration that should be fixed?

P.S.
If anyone knows a solution to the ‘TODO’ I’ve left there feel free to also let me know :sweat_smile: