NPC affects camera

answerhub:NPC affects camera? - Cinematics & Media - Epic Developer Community Forums

So I wanted to add an npc, I made a class called Ogre which will control these npcs. There inherit the Character class however the problem is everytime I walk near my npc in the game the camera changes position to a first person camera and I dont know why.


/*Ogre.h*/
    #pragma once
    
    #include "GameFramework/Character.h"
    #include "Ogre.generated.h"
    
    /**
     * 
     */
    UCLASS()
    class TESTGAME_API AOgre : public ACharacter
    {
    	GENERATED_UCLASS_BODY()
    
    		UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = Ogre)
    		uint8 health;
    		UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Ogre)
    		uint8 movementSpeed;
    		UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Ogre)
    		uint8 Damage;
    	
    };
    
    
    
    
    /*Ogre.cpp*/
    
    #include "TestGame.h"
    #include "Ogre.h"
    
    
    AOgre::AOgre(const class FPostConstructInitializeProperties& PCIP)
    	: Super(PCIP)
    {
    	// Set size for collision capsule
    	CapsuleComponent->InitCapsuleSize(42.f, 96.0f);
    	
    	// Configure character movement
    	CharacterMovement->bOrientRotationToMovement = false; // Face in the direction we are moving..
    	CharacterMovement->RotationRate = FRotator(0.0f, 720.0f, 0.0f); // ...at this rotation rate
    	CharacterMovement->GravityScale = 2.f;
    	CharacterMovement->AirControl = 0.80f;
    	CharacterMovement->JumpZVelocity = 1000.f;
    	CharacterMovement->GroundFriction = 3.f;
    	CharacterMovement->MaxWalkSpeed = 600.f;
    	CharacterMovement->MaxFlySpeed = 600.f;
    	
    	health = 100;
    	movementSpeed = 1;
    	Damage = 1;
    }

Here is what it looks like when I walk near the npc, NOTE:Im using the Side Scroller Template:
As you can see the camera has changed position and its messed up (go to the answerhub to see the images).

Pictures:

I want to add an npc into my scene without changing the camera, what am I doing wrong?

Ok I found something out, when I make it a Pawn it works (the camera does not change) but it has no collision. If I make the base class inherit from Character it changes the camera location.

Fixed it, I unchecked Do Collision Test in my Character Blueprint under the Camera Collision. I guess it was checking for collision and adjusting the camera as so.