This question was created in reference to: [PlayerCameraManager->OnBlendComplete() delegate not getting called in UE [Content removed]
Hi,
I’m facing the similar issue which was described and discussed in the referenced closed question. PlayerCameraManager->OnBlendComplete() delegate is not getting called. We have also a game in a standalone network mode without any networking. After investigating the issue I’ve ended up with the same conclusion written in the last post of the referenced question by @[Michael [Content removed]
I’ve found a quick workaround to set PlayerCameraManager->bUseClientSideCameraUpdates to false. I think that it should be safe but I do not know what it could affect…
I’m wondering what was the outcome of the related question. Is there any internal ticket for it?
Thank you.
Kind regards,
Petr Opletal
Hello! It looks like that old ticket was closed without any public resolution, sorry about that. The correct fix wasn’t added to the engine mostly because we had plans to heavily refactor and clean-up the PlayerCameraManager class, but these plans have been postponed since then.
I think the proper fix is to get for `GetNetMode()` being different from client *and* standalone (or to specifically check for dedicated server and listen server). I’ll try to make that fix for UE 5.7.
Setting `bUseClientSideCameraUpdates` to false is also an OK way to fix this since a standalone game mode doesn’t care about client updates since there’s no client.
I have created a public ticket for it, and it will show up here once it’s been reviewed and hopefully approved: Unreal Engine Issues and Bug Tracker (UE\-291346)
The fix should appear as commit d2ac7839d50604b6cbf27f60d26f58eb52fe1740 on Github, and will hopefully be part of 5.6.1 (or 5.7 at the latest)
Hi,
thank you for the explanation. We will use the fix for now.
How can we find out that this has been fixed in 5.7.? Is there a ticket for it?
Kind regards,
Petr Opletal