let’s say I’m making a blueprint actor and I wanna add a few cameras to it. how can I quickly preview their angles in the BP viewport for better placement, without having to actually add the actor BP to the level and writing some code to swap between cameras?
Once you’ve placed the blueprint in the level, if you double click it, you can move the components around independently:
oh! no way of doing so in the blueprint editor viewport though? as this isn’t optimal for actually placing the cameras since it won’t change the actor blueprint
You can move them around in the blueprint, obviously, but then you don’t know what they’re pointing at.
This way, you can configure each instance.
Right.
The thing is, in this case the blueprint isn’t just a random actor that will have multiple instances of itself placed all over the level. It’s a pawn vehicle, so I have some fixed cameras outside that you can switch between them, and it would be very useful to be able to position them and fine tune their views right inside the bp editor and save their positions in the blueprint.
but no problem, this is just a personal side project.
I suppose the better solution would be to place the vehicle in the level, set its position to 0,0,0 and place the cameras as you suggested, checking their view angles in the PiP window, then copy their transform and paste in the blueprint editor.
I just find it really odd that UE doesn’t have a “selected camera” mode for every viewport. In 3ds max you click the camera object then press C and the viewport will now be the camera view. It’s as common as front, top and perspective views.
but anyway, it’s just a minor thing I suppose
You can Create Camera Here and it will create a camera that matches the current viewport. (under viewport options on the left of the viewport).
That doesn’t have anything to do with a blueprint though.
Ive been looking for this just now, and went through a few threads, but because someone said “obviously, you wont see what youre looking for if you put it in a blueprint”
its not obvious, though. the answer is “No, you cant preview a camera just in a blueprint editor.”
Theres no eldritch setting somewhere buried in the engine or editor settings thatll make it happen, you need to use the trick as mentioned above to adjust a camera in a blueprint: put it in a level and adjust it there.