Control new pawn without switching camera

Hello, just saw this post and wanted to share a potential answer. In the Player Controller Blueprint, search for “Camera” in the details panel. You will see a bool variable called “Auto Manage Active Camera Target”.

By default it is set to TRUE, if set to TRUE then the camera will automatically attempt to find a camera on the new pawn when the “posses” function is called. If there is no camera on the new pawn the view port will instead set itself to the transform of the pawn.

So if you want to change pawn possesion but want your camera to remain the same actor. Then all you need to do is set “Auto Manage Active Camera Target” to FALSE. Setting it to FALSE will cause the camera for that player controller to remain whatever it was before the “posses” function was called.

I recommend using “Set View Target With Blend” to always manage camera functionality such as this.

Cheers

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