I am confused about the Player Manager Class in UE4. There is very little documentation about it online. I want to make a camera that lags behind my character’s movement only in the Z direction. I’ve tried using a spring arm, but it doesn’t work the way I want it to. I could hard-code the camera movement into my character, but that would be hard to do, since the camera follows the character since it is a child component. From what I understand, the Player Camera Manager takes the camera in the possessed pawn and moves it to its world transform. (as opposed to its transform relative to its parent) Is this true?
From what I understand, one is supposed to make their own class inheriting from Player Camera Manager, and then set that class as the Player Camera Manager class inside your Controller class. Then you can override the “Blueprint Update Camera” function to actually set the world transform of the current camera. However, this alone doesn’t seem to make the function execute. I have a node between the input and output that prints a message to console and that message never shows up. I have tried toggling Auto Manage Active Camera Target (not sure what this does), but that doesn’t seems to help.
Can anyone help explain what is going on or link me to some video/article that explains these classes/functions/variables?