I am trying to setup GameplayCameraComponent to my character class and i want to change CameraRigAsset whenever character changes stance e.g. crouch, prone. I want to do this in c++.
I wanted to do it that way too, since I prefer C++ for its better organization, but it’s better to stick with Blueprints.
The function you’re looking for is in the UBlueprintCameraDirectorEvaluator class, but the native C++ function isn’t virtual:
void NativeRunCameraDirector(const UE::Cameras::FCameraDirectorEvaluationParams& Params);
Not to mention other issues, like the GAMEPLAYCAMERAS_API macro.
The GameplayCameraComponent isn’t ready for use in C++ yet.