Hello,
We’re currently exploring using the Gameplay Cameras system in our upcoming project, so far it seems like a very powerful and intuitive system however I have a couple questions about the intended usage for specific scenarios:
1) According to the documentation:
> The system is designed to be modular, with Camera Assets that can be ingested by one or more Gameplay Camera actors and components. This means you can author your camera behavior once, and use it on many actors in your scene.
Based on that I would expect the gameplay camera component to live on the pawn that is controlled and for it to activate the camera for the player controller that possesses it. However when doing this and changing possession we need to activate a new camera for the player controller and I can’t find a good way to make a smooth in-world transition for the camera from one pawn to the next.
2) Alternatively I tried placing the camera on the Player Controller, if I do this and replace the “attach to player pawn” node with some code in the controller itself (attaching the controller to the controlled pawn so the gameplay camera moves with it) and adding a limiter node in the camera so it smoothly interpolates when the controller moves over to the new pawn.
I’m thinking of replicating this in a new “follow player pawn” node I can write instead of having the controller follow it’s controlled pawn. But before I do that, am I going down the wrong rabbit hole? Is there an intended way that I’m misunderstanding for smoothly transitioning between different camera assets or different controlled pawns?
3) Finally, when switching between different pawns, I’m not sure if we should have all the rigs for the camera attached to the same camera asset, or if it’s mroe sensible to have separate assets for different “categories” of pawns, say for example a character and a vehicle, I’d like to have a smooth transition between the character camera and the vehicle when entering the car, however from the above, I’d require all my rigs to live in the same camera asset, and therefore adding a pinch-point on the camera director which now needs to manage the context for all different types of actors, unless I’m missing something?
Sorry for the block of text, hope this all makes sense and you’re able to offer some guidance.
Thank you,
Gualtiero.