I’m trying to make my player character to mount a horse, so my first possessed pawn is the character, then I possess the horse with the character attached to it. Both have 3rd person camera setup.
Everything works fine but the viewport teleport to the horse default camera location and rotation as the active camera switch from the character’s camera to the horse’s camera and I don’t want this, I want to keep viewing from the player camera.
I’ve seen on the forum that you have to set the bool “Auto Manage Active Camera Target” in the player controller to False to prevent the controller from automaticaly switch cameras on possess/unpossess.
When set to false, the game starts on the player controller camera on the ground as it doesn’t “possess” the character’s camera. OK.
Now at the beginplay event, I use a “Set View Target With Blend” node with my character as target so the game starts on the character’s camera.Ok
But as soon as I possess the horse, the view switch the player controller camera (on the ground) instead keeping the same camera’s view.
So I really don’t understand, isn’t "“Auto Manage Active Camera Target” made especialy to avoid this situation !?
Why does something automaticaly switch my camera target when I disable "“Auto Manage Active Camera Target”?
How do I keep the same camera?