I’m making a game where the camera is usually controlled by a blueprint automatically, but at certain points I want to give control back to the player. I use Blend to View Target to transition between cameras. The problem is that when control is returned to the player, the camera reverts to the last position the player camera was set to, which can look awkward. I would to set the player camera to the same rotation as the external camera when the external camera is in control, but I haven’t been able to figure out how to do this. The player camera uses add Input Yaw/Pitch, while the external camera uses rotators. Using rotators on the player camera doesn’t seem to do anything to it.
Hey again @sweeetjd!
Have you tried using the transform of the external camera to set the player camera based on that? Maybe use “Get Transform” on that and then use “Set Rotation” on your springarm for your camera? I figure the reason you can’t apply rotation to the camera is that it’s based on the springarm, maybe?
I figured it out, it was the spring arm. It was inheriting X, Y, and Z when it shouldn’t have been.
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