The camera when attached to the springarm as it’s seen in the blueprint viewport is different when running in the editor viewport
You seem to not have a default pawn set.
You need to posses a character to see from its camera point of view.
Check project settings and world settings if its not overriden to none.
Even when I set the auto possess player the camera still moves back. Is this because I used the open world template and there’s no pawn data or something?
The first pic shows the default behavior when there is no possessed pawn. Camera at 0,0,0 and in the middle of the terrain.
I’m guessing there is no collision and no movement either.
If there is no pawn data then you probably need to transition the camera by hand. (not sure if it can be done without a pawn, never tested that scenario)
Video below demonstrates the procedure.
Ah I get it, I’m not using the default pawn class so it doesn’t have any of the things it usually does like collision and camera stuff. How do I edit the pawn data or copy over the data for the default class not just for the camera?
Any pawn that you create with a camera will automatically switch to that camera if it’s set as the default pawn in your game mode.
You need a custom blueprint based on GameModeBase and set it as the game mode in proj settings.
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