Pawn / Camera Rig not correct after spawn

I created a pawn and have a spring arm + camera with the distance and pitch set.

I then spawn and attach this to my character (if locally controlled on begin). problem is when I run the game (a simple networked game where I can see my players moving around fine) the camera isnt correct in either of the 2 clients I have open. It just looks like if I hadnt spawned anything at all and my camera is right on my player position. I can see in the outliner that its spawned and attached to my player.

Any ideas?

Hello, I just want to ask some questions for some clarification on the issue. You’re spawning a separate pawn and attaching that pawn to your character to use the camera? I could just be reading too much into the first sentence. This probably could also just be an actor that replicates it’s movement if you’re not planning on making this pawn take in any separate input.

Usually you wouldn’t need to spawn a camera and spring arm separately, you could just add it to your character you wish to control and they spawn in with it themselves. Is there a reason you need the camera and spring arm to be added in later?

I’m not entirely sure what the issue is, but skipping the middle man of spawning a separate camera could help fix the issue.

Thanks - so my reasoning is that I can then detach this ‘rig’ if needed and parent to another object to then follow them. How else would you go about this if you dont mind? thank you - having the camera inside the player actor seems odd to me. It should be a separate thing entirely with no links to a specific player (actor) or anything else.

Anyhow I think the main issue was that due to it being spawned after my player comes in the camera was never activated - so, if I can work out how to activate that camera it should work fine.

edit: I got it working with set view target with blend

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