I am using the Detach From Component BP and the spring arm as the target I’m new to this
Hello @Mr.Panda101110 ,
To keep the camera in place after detaching it, make sure you’re using Detach From Component with the Location Rule set to Keep World. Then, when you want to reattach it, use Attach Component To Component and set the attachment rules to Snap to Target.
With that setup, it should work as expected.
If it doesn’t, could you show how your death state is set up? It would also help to understand the intended behavior after the player dies. For example, does the player regain control after a few seconds, switch to a spectator mode, respawn, or does the camera remain fixed while a UI is displayed with an option to restart the level?
Hope it helps
You can go the detach route, but the better approach is to spawn and possess a spectator class. Just have the server (if multiplayer) use base aim rotation to update the control rotation for the camera.
I believe that if you use Set Mode UI, it locks the camera, but I might be wrong, I am relatively new to this too.
Im not sure if your using a falling in a pit camera lock or not, but the way I figured out how to do it is getting the current location of the players camera, setting it’s location to the camera in a BP that has a camera some where (doesn’t matter where), then using “Set View Target with Blend” which has options to smoothly transition with VTBlend Ease in with blend times and Blend EXP to the camera or if you want it to just lock to the location you just set it to linear and set the blend EXP and time to 0.0
When you want to set it back to the player assuming you are then just run the same command and have your character ref for the New View Target. If its in a BP then you’ll have to run the camera through Get owner before you can run it to the Set View Target with Blend.
There’s plenty of options.
