How to smoothly switch cameras

So I’ve been trying to make a function in a blueprint that triggers a change in camera/view (like from fpp to sitting in a chair). I tried using the set view target with blend node, but that doesn’t seem to fully function as intended as the camera after switching is not able to look around.

The chair has to also be a pawn, then you can look around :slight_smile:

That doesn’t seem to work, as the node that I want to use only accepts Actor Object References (shown below)
image

Yup. If the chair is a pawn, then it will also be an actor.

I get what you’re saying, but this doesn’t really help me as I am trying to make a first person based camera change, not a third person, unless there’s something here that I am probably missing that could help me.

You probably want a full body fps character then, with the camera attached to the head. Then just make the animations for sitting down and play them when you come in contact with a chair and press interact (probably need some slight transform linear interpolation to line up the character and chair)

Is there no way to make it so the camera just smoothly shifts/possesses an object that’s bound to the chair? I would’ve liked to keep my template more first person than third person with a first person camera

inside actor (can be moved to the controller if it’s universal)

chair bp

It’s a simplified version but maybe it will be enough for your needs.

Sorry for the late reply. The problem I have with that is that when the camera does switch, the player has no control over it (like as if it’s not possessed at all). I have heard that I needed to set it to blend into a pawn but the node only accepts actors so I’m just stuck there, not knowing how.

A pawn is an actor :wink:

I still can’t move camera after getting it to blend into the pawn

Try changing the parent from pawn to Default Pawn in the class settings. Then in the movement component just put in max speed so that it is immobile, or drag out the movement component and on begin play set its active to false.

Ok wow thank you so much that worked, but now I’ve run into another unexpected issue. The mesh that I was using (in this case a chair) became invisible after possessing it, what can I do about that?