I followed this official stream from Epic while setting up the side camera:
Game Animation Sample Project 5.5 Updates | Inside Unreal (timestamp 1:06:43)
This same logic was 100% functional in UE 5.5, and now behaves inconsistently or not at all in UE 5.6.
In Unreal Engine 5.5, I implemented a side-scroller camera using the Gameplay Camera System . I used the Activate Camera for Player Indexand Deactivatenodes to switch between a third-person camera and a side-camera inside trigger volumes. This method worked perfectly in UE 5.5.
However, after migrating to UE 5.6, the exact same setup no longer works properly . The side-camera either doesn’t activate at all or doesn’t return back to the main camera reliably.
Is there any change in 5.6 regarding camera activation logic? Or is there a new way we should handle side cameras like in the sample project?
Any guidance or workaround would be appreciated.
Forum: Gameplay Cameras in UE 5.6 – Camera Activation/Deactivation Not Working As in 5.5