This is a very trivial question, but I’ve been experimenting with Set View Target with Blend | Unreal Engine Documentation and I don’t understand how the camera aspect works: if I assign a camera actor to New View Target, the view adapts that camera’s settings: zoom, FOV, post-processing and so forth. However, if I assign a non-camera AActor it appears to give me the same view settings as the default camera the player uses while running around.
I can tentatively verify that the player controller’s default camera isn’t the one moving, insofar as it remains trained on the player while my view gets the transform of the actor I pointed it towards, but I don’t see a new actor being created; is there some kind of “default” camera outside the world hierarchy that’s being used?