Gameplay Camera Rig broken in 5.6?

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.