I have two cameras inside the character and I want to change between them and back. I tried “Set View Target with Blend”, but it doesn’t accept the that camera. I think it only accept cameras from outside the player.
The second camera if to work like a rear view camera, so it needs to face backward.
Ok, I just found out how to do that with “Set Active”. But now I have another problem. I have that camera looking backward, but when I switch the cameras, the new one, that should be facing back, is now facing forward.
That is how I am doing it in my character blueprint. The blueprint itself has a camera component that is attached to the player (like the third person youtube tutorial) but I change the active camera to a newly spawned one during gameplay.
Check out this thread here, I provided an answer here as well using VInterpTo to have the camera smoothly transition between two points (using 1 camera component and a scene component).
This is what I have! And it works, more or less. I can change the between the cameras, but as I said before, I have that camera looking backward, but when I switch the cameras, the new one, that should be facing back, is now facing forward. And ‘Use controller view’ didn’t do anything.
My main camera( follow camera) is fixed between 90º and -90º. And when I change to my back camera, I save the Location and rotation of the main camera before changing. Then when I go back to my main camera, I reset its location and rotation ( that I saved before ), but if, before that, I rotate the back camera, the main camera will become crazy.
To get a follow camera (on a boom) to move smoothly to a position for aiming down sights, this works really well.
Note that “Position” in the Timeline is a single float track going from 1 to 0 over 0.25s.