Hello, I have created a system for a project. when I walk into a trigger box and press E, I posses a camera that i can pilot around. but I can’t figure out how to set it up so when i press another key, I go back to the body I started with. here is the blue print, any ideas?
You have to put the re-possess code in the camera ![]()
Hi Evan,
When you possess the camera, your Pawn/Character should not be destroyed.
So you could try a ‘get all actors of class’ but for your Pawn/Character (assuming there is only one of them)
Doing it like this is not quite ‘best practice’, another idea would be to explicitly set a reference to the current pawn/character BEFORE possessing the camera.
Hi there @EvanGames22. Hope you’re well!
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Thanks and happy developing!
This script does not belong in the Level Blueprint. It should live inside the Player Controller whose job is to control various pawns. Avoid using Get (All) Actors nodes - this leads nowhere. Also, avoid the Level Blueprint for this kind of logic. What if there’s level 2? Are you going to write the script again? Communicating with the LB can be a royal pain in the neck, too. ![]()
Consider the following:
- I created a default pawn and gave it a small collision box:
I then added those pawns to the scene - these will be the cameras we can fly around.
- in the Player Controller we store a reference to our Main Pawn:
This is also the place where we handle the interaction. The whole thing can be done in a dozen different ways but since you’re starting out, this seems like one of the more straightforward approach.
- I can now walk up to any of the Pilot Cameras, take control of it and release it:
You did not include any other details but if you want the triggers to stay in place, you can flag the collision box’ Transforms on the Pilot Pawn as absolute:

The trigger is one place and the flying pawn in another:
Project attached should you wish to crack it open:
The variable is of wrong type. Make it a Pawn. The project is attached, perhaps you could have a look.





