Hi, i am quite new to Unreal and i’m coming from Unity engine.
I’ve learned about code hierarchy - actors, pawns etc… i think i am getting confused about game modes and stuff around it !
I am experimenting with a racing game and i created a custom C++/Blueprint camera.
All the tutorials out there are about how to create a child camera attached to a spring arm.
I need the camera to be free in the scene and the game should find it and use it in begin play method.
**However, unreal creates another camera which is following the default pawn pivot and it is always used to render the scene instead of the custom camera which is in the scene already **!
How to tell unreal to use my custom camera instead of creating a new one !
Just a note, the car is custom C++ class derived from APawm and it is not using standard unreal vehicle classes !
This is bugging me for some time, so any help will be really much appreciated !
Cheers !