Is the camera-in-vehicle issue from UDK fixed in UE4?

Are you using the Blueprint version or the C++ version?

As far as I can tell with the C++ version, everything is covered, vis wise:

  1. PlayerController::GetPlayerViewPoint() calls PlayerCameraManager::GetCameraViewPoint().
  2. PlayerCameraManager::GetCameraViewPoint() returns POV.Rotation, which is set by PlayerCameraManager::UpdateViewTarget().
  3. PlayerCameraManager::UpdateViewTarget() calls PlayerCameraManager::UpdateViewTargetInternal().
  4. PlayerCameraManager::UpdateViewTargetInternal() calls AActor::CalcCamera().
  5. AActor::CalcCamera() calls UCameraComponent::GetCameraView().
  6. UCameraComponent::GetCameraView() calls YourCharacter::GetViewRotation().
  7. YourCharacter::GetViewRotation() calls YourPlayerController::GetViewRotation().

Though that is only if everything is setup in a certain way:

  1. PlayerCameraManager is not customised.
  2. PlayerCameraManager’s view target is your character.
  3. Your character has overridden GetViewRotation().
  4. You’ve included a CameraComponent.
  5. You’re CameraComponent has bUseControllerViewRotation set to true.

ugh

I could have missed something though, so please feel free to check and correct me if I have.
Gonna keep looking into it, as is a big issue for those it affects :frowning: