No controls after changing view with blend

Hello,
I’m a novice game developer and I am making a first person point and click game with 360 images. I have an issue when I click and switch to another camera. I have created a pawn BP for my camera with spring arm and a plane as a trigger on click to change to another camera. Using “self” as new target. But when the camera changes to the other camera BP, the pitch and yaw controls are gone. I would appreciate any help possible. Here are images to explain where I’m at, now.


This is the two cameras and two 360 image spheres.


On begin play, the camera yaw and pitch works well, and the dark square is the plane.


After I click on the visible plane the change in view works, but I cannot pitch or yaw the camera anymore.


This is the BP for my mouse camera movement


This is for setting the camera with blend to change to the new camera


This is the viewpoint of my camera BP (Pawn BP)


And finally this is the game mode

Thank you. Looking forward to your help.

I think ( without checking ), that if these are all basic pawns, you need to possess, after the blend.

As I mentioned earlier, I’m a novice. How can I possess and repossess? As you can see, I managed to make a camera blueprint with the mouse X and y used to get the yaw and pitch. Is there a way to possess and repossess? How can I do that?

Thanks by the way for answering me.

Get a reference to the player controller, drag off and search for ‘possess’. The target, is the camera pawn.

IT WORKED!!! Thank you so so much. Can I ask another question? Is there a way to to make camera’s orientation similar to where the previous camera was facing? when I try to return to the first camera using the planes again, it faces the same way as the it was on begin play.

Again, I truly appreciate your help.

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I’m just guessing here, but I think you could just copy the world rotation of the camera you’re moving from, to the camera you’re moving to?

Unless you want it to be looking at the same thing. Then, you need to do a line trace from the ‘from camera’, and use a LookAtRotation node in the ‘to camera’ to look at the same thing.