Hi @Everynone ,
I actually read that entire thread a few days ago.
It was my experience that deactivating a camera did nothing for the blend node. The blend node would by default pick the pilot camera. So I would deactivate the pilot camera and activate the gunner camera. But the gunner would still get the pilot camera.
Am I incorrect?
Also, I thought about going down option 1 already, but I didn’t because it seems like a lot of work, which is exactly what I would think I should not have to do since UE5 is bloated with so much code that does “so many things already”.
But. ya, I think I will look into option 1 going forward…
EDIT: As I was thinking about it, I will go down option 1. I can see huge benefits to how the camera can follow in third person the pilot climbing into the cockpit and then pulling back behind the tank. And I can see the camera pulling back to third person as the gunner climbs in and then follow him into the turret, then push forward to see his gunners console where he can switch his screen to infrared, ultra violet, or other spectrum (ala Preditor) to light up the enemy or other vehicles. I really like this idea of using a spline to make for a highly polished experience. And I can see tracking the camera to the animation itself. Thanks!
EDIT: Also, I verified what you said, I attached the Seat Actors into the Vehicle BP as Actor Components, and yes indeed the blend node does recognize their camera apart from the vehicle Actor. I think the issue I was coming across before was the spring arm was collapsing within the cockpit, leading me to think that I was still using the character’s camera. This eliminated attaching Actors at runtime.