I’ve tried all types of CameraDirector (single, bp, ST..) in fresh install of 5.6 and NOTHING works.
I think i’ve pieced together most of the things that have changed since the Quickstart was written but, whatever I do, the camera remains STUCK in the player torso and the input control behaves like an old Tank world game. (images attached)
I’m struggling with camera transitions myself after the update. I knew it was going to be a problem diving in on an experimental feature but logic be damned! I’m in the for the long haul now!
I’ve got the camera back to working as it was before the update by making sure I activate it for the player controller or auto activate for player in its details panel. I can’t speak to the input as I haven’t been using input directly in the camera.
My struggle is the transitions don’t seem to work as they did in 5.5 or the parameters are not updating properly.
I mainly wanted to join this thread to share any information that I learn and in hopes of others maybe adding there own 2 cents if they discover it. We’ll see how that pans out…
The problem is that the design that I chose to implement in 5.5 with an “auto-spawned” camera system actor as the view target was actually a bad idea. So I’m reverting that and slowly fixing the issues it created. Long story short: GameplayCameraComponents are now just running their own logic like any other camera component, and are recognized by the engine as camera components. And so, because I see you also have a FollowCamera component inside your actor, the engine now considers that you have two cameras in there. By default, this means it will just grab the first one it finds that is active. I’ll bet that it currently finds the FollowCamera first.
So you could try to first disable the FollowCamera (e.g. uncheck the “auto-activate”) and see if that fixes it?
I have a bit more information about the breaking changes in 5.6 on my blog. Since the plugin is currently still in “Experimental” phase, there’s not really any proper documentation for it. The Quickstart was sort of an exception.
Hi there! Are you by any chance trying to transition between two Camera Rigs that run in two different GameplayCameraComponents? If so, like I said, these components now effectively each run their own camera system, and when they’re activated, if “Set as View Target” is checked, they are just, well, set as the view target. This means that the engine will just cut from one to the other, or, if you uncheck that option and set the view target manually with some blend parameters, it will of course only do a simple blend using the core engine camera manager system… which is fine but doesn’t use the “transitions” features of GPC.
Thanks for that info, it was a great read and a good look into the philosophy behind the system, I know how hard it is to maintain a dev blog so I’m always impressed to see it.
In 5.5 I have been using a GameplayCameraComponent in my player pawn that contained 2 rigs, the main player camera and a camera rig that I would pass a world transform into that would serve as a camera when I was in possession of another pawn rather than the main character pawn. After the shift to 5.6 the transform for the second camera no longer seemed to be updated when I passed a new transform into it before changing possession, instead always placing the camera to the root of the new pawn.
I tried to see if I could just put a straight camera rig component on both the base character blueprint and the base possessable pawn that I switch between, bypassing both the GameplayCameraComponent and Director. It did work and was similar to the standard UE camera but as you said doesn’t get the advantage of the transitions feature and also gave me a very large hitch for some reason so I abandoned that pursuit. I’ve just been experimenting really hoping to see if something would give me the results I was after but have not been successful as of yet.
Hopefully I can make it work as I’m really liking this system, and it feels like I’m just missing something small that I’m not quite getting that’s throwing up a road block for me.