possess pawn with view target not work in standalone (sometimes)

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

Correction, it also happens in the packaged game as well as standalone, but it works fine in editor.

going back to 5.1 is not an option for me as I would lose a lot of work which I noticed after a few days… can anyone test if it happens to him too or if it’s a problem on my side?

Hi there @edd87, hope you’re well!

This topic has been moved from International to Programming & Scripting: Blueprint.

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Thanks and happy developing!

ok sorry :slight_smile:

it seems that deleting and putting the actors back in the world fixed the problem… probably something was corrupted with the references during the copy when i upgraded to 5.2 … if it happens again i will let you know, anyway if someone can explain technically what could have happened is appreciated thanks :slight_smile:

I’m having exactly the same problem. Did you find any other workaround? Should I rebuild the entire project? The solution you proposed of deleting the pawns and reinserting them works the first time, but from the second time onwards, the problem persists.

Using UE 5.3.2.

Thank you.

Found a workaround. In my case, the spawn are already in the level. Just delete them and recreate and possess in realtime. Done.