Summary
I’m using multiple Orbit Camera Devices to switch FOVs by activating different cameras. When the cameras are set to follow a Target, the transitions between cameras behave incorrectly.
Additionally, the camera boom collisions appear to be evaluated using the player character’s position instead of the assigned Target.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
- Add 5 Orbit Camera Devices to the level.
- Configure each Orbit Camera to follow a Target (a prop or asset placed far from the world origin).
- Add a button to activate each camera individually.
- Start the game.
- Press the buttons to switch between the Orbit Cameras.
Expected Result
- Smooth and correct camera transitions when switching between Orbit Cameras.
- Boom collisions correctly evaluated based on the Target’s position.
Observed Result
- The first transition for each camera is broken: the camera blends by snapping toward the world origin and then back to the Target.
- Boom collisions do not work correctly and seem to be based on the player character’s location rather than the Target.
Platform(s)
- PC
- Mobile (iPhone 12)