Cine Camera Doesn't Move with SetWorld Location

Hi,
I’ve made some awesome looking spline cameras in blueprint using the Camera component. I was looking into making it more cinematic and swiched out the Camera component for the CineCamera component. When I add that in, the camera doesn’t move or rotate via script.

I essentially track where the player is along a target spline, then move (SetWorldLocation) the camera to the corresponding time on the camera spline and have it look at (SetWorldRotation) a point on the target spline.

It works perfectly with the Camera component, but not the CineCamera component. How can I get the CineCamera component to move and rotate via script (this is just to prototype so I can show it to programmers to get it implemented in C++).

I’m going to answer my own question with a bit more detail.

I created a blueprint actor which is essentially a Spline camera with a target spline, camera spline, and a cine camera component. When I first created it, it had a camera component. I wanted the pretty cine camera so I added it. So I had two camera components (a camera and a cine camera) The problem was that when I set view target, I can only pass an Actor, so I just referenced “self” hoping that it would find the camera component. Which it did. But when I had the two components in there, it got confused. So to resolve it, I just deleted the camera component and kept the cine camera component and now it works as expected.