Gameplay Cameras - Intended setup for transitioning between focused actors.

Hello! Thanks for checking out the Gameplay Cameras plugin. As you might expect, it’s still highly experimental and quite in flux.

> 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.

In UE 5.6 each Gameplay Camera (GPC) component runs its own camera system instance internally, and can be thought simply as a “standalone camera that moves on its own”. While the pawn is possessed, it typically is set as the View Target, and we therefore see through the GPC component that exists on it. If you have a GPC component on another pawn and you possess that pawn, that would change the View Target to that other component. Using SetViewTargetWithBlend would blend between the two, so you can do that on possession (watch out for the player controller trying to auto-manage the View Target, see bAutoManageActiveCameraTarget). So in this sense, GPC components behave exactly like any other camera component.

Being able to use the GPC transitions and blends to switch between pawns and, therefore, between view targets, would require a PlayerCameraManager that is aware of GPC. There is one (see AGameplayCameraPlayerCameraManager) but it’s only a proof of concept for now (I plan to do some more work on it for 5.7). Is that what you were asking about?

Also, note that the camera evaluation implicitly “starts” where the “owner” of running camera rigs is. So in the case of a GPC component, all the camera rigs implicitly run with a starting transform set from the GPC component’s transform. Basically, you get attached to the pawn character “for free”, and don’t need the Attach to Player Pawn node (you may need that node in other cases, such as if you’re running a camera from a GPC component placed elsewhere in the world).

> 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

I would expect to have different assets indeed. If your game lets the player control different types of pawns, each pawn should probably have its own camera asset with its own camera rigs, assuming they’re different enough. For instance, if you can switch between a big slow robot and small fast drone, I would expect two camera assets with little overlap.