i suspect an engine bug as it only happens in standalone, editor viewport or new window or packaged seems to work fine.
the sequence of nodes in blueprint is this:
- set view target with blend , controller to pawn with camera
- blend time delay
- unposses
- possess the new pawn
what happens in standalone, not always but it seems random is that the pawn doesn’t get owned correctly, exactly what would happen if the pawn variable " find camera component when view target" were false.
to be clearer if i set that variable to false, i get that behavior in any mode (editor , standalone or package) but if i set it to true, i get the correct behavior in editor or package, in standalone instead sometimes it works and sometimes it doesn’t, but the variable is always true with the print.
(I don’t know if that variable really has anything to do with it, but the behavior is that)
for my tests i put the camera of the pawn very close to the floor, the pawn has limited rotation of the camera when controlled, the result is that when it doesn’t work the height remains similar to the player and it is possible to rotate the camera without limitations, however when it works the view height is close to the floor and the rotation is limited as expected.
I’m not 100% sure but in 5.1 I never noticed it, while in 5.2 I immediately saw it.
is it something known? Has anyone else had this problem? or did I just miss something?
I searched before posting and tried with delay and different combinations of nodes, but in standalone it happens in a (seems) random way…
sorry for my english Thank you