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 Index
and Deactivate
nodes 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 doesnβt activate at all or doesnβt 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.