Going to just list my questions. To give context, my game is a game with a hex grid and a player occupying a space on the grid. The camera is like the strategy game camera. Moves are chosen via the HUD, and then carried out on the board.
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Providing a camera that is similar to the strategy camera seems to require a “Pawn”. Even though really all this Pawn is doing is allowing the player to move the camera. I tried getting the player controller (player controller 0) to have a camera component, but i couldnt see how to set this camera as “the camera” from the camera manager.
My question, why does SetViewTargetWithBlend require a camera actor and not a camera component? A camera component by definition is wrapped by an actor and has a transform, why does it need to have it’s own unique transform? Because of this i was unable to have the camera component in the player controller be used as the viewing camera. -
Can someone give a clear definition of the Player Index? In one case with pawn’s AutoPossess enum, Player number seemed to represent networked players (as changing that enum effected what client had a working camera). I read on answer hub somewhere however, that it was used for locally connected players only (like split screen type stuff).
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Can someone also give a clear definition of “View Target” mentioned in the docs? Is it a) the thing you are looking at. or b) the camera to be set. ??
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Is there an equivalent to Camera.Main from unity? how can i set this camera at runtime?
If number 1 is true and a pawn really is required, then that means i have 2 pawns per player. A spectator ish pawn for moving the camera around, and then the pawn that represents the player on the board. Technically, i think that the pawn on the board could just be an actor, but it seems like it should be a pawn because it is specifically owned by a player. What i ended up doing was setting the pawn on the board as the default pawn, and then on BeginPlay just spawn the other spectator pawn and have the player controller posses it. But this is where 2) comes in, the local player DOESNT possess that pawn. only 1 client or the server manages to get one of these spectator pawns when i instantiate it that way.
And this is why i am confused!