# ServerUpdateCamera RPC

**URL:** <https://forums.unrealengine.com/t/serverupdatecamera-rpc/429685>\
**Category:** Blueprint\
**Tags:** rpc, unreal-engine, UE4, Blueprint, question\
**Created:** [July 18, 2018, 1:15pm UTC](https://forums.unrealengine.com/t/serverupdatecamera-rpc/429685 "2018-07-18T13:15:02Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_1e2504da](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1e2504da](https://forums.unrealengine.com/u/anonymous_user_1e2504da)\
**Post date:** [July 18, 2018, 1:15pm UTC](https://forums.unrealengine.com/t/serverupdatecamera-rpc/429685/1 "2018-07-18T13:15:02Z")

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What enables/disables the ServerUpdateCamera RPC? I see it taking up bandwidth in the Network Profiler, but I don’t need it as I have my own code updating the camera already.

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**Author:** ![anonymous\_user\_1e2504da](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1e2504da](https://forums.unrealengine.com/u/anonymous_user_1e2504da)\
**Post date:** [March 31, 2019, 3:42am UTC](https://forums.unrealengine.com/t/serverupdatecamera-rpc/429685/2 "2019-03-31T03:42:49Z")

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Still looking for this setting. It’s available in C++, but I can’t find it as a property in the editor itself:

> **[APlayerController::ServerUpdateCamera](https://docs.unrealengine.com/5.1/en-US/API/Runtime/Engine/GameFramework/APlayerController/ServerUpdateCamera/)**
>
> \- combine pitch/yaw into one int, maybe also send location compressed

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**Author:** ![anonymous\_user\_1e2504da](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1e2504da](https://forums.unrealengine.com/u/anonymous_user_1e2504da)\
**Post date:** [April 1, 2019, 5:13am UTC](https://forums.unrealengine.com/t/serverupdatecamera-rpc/429685/3 "2019-04-01T05:13:33Z")

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For anyone else that runs into this, the solution is to create a new PlayerCameraManager Blueprint and toggle that setting off. Then create a new PlayerController Blueprint have it use the PlayerCameraManager Blueprint. Then create a new GameModeBase Blueprint and have it use the PlayerController. Then have your project use the GameModeBase Blueprint.

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**Author:** ![CLVW](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CLVW](https://forums.unrealengine.com/u/CLVW)\
**Post date:** [January 26, 2026, 12:37am UTC](https://forums.unrealengine.com/t/serverupdatecamera-rpc/429685/4 "2026-01-26T00:37:59Z")

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i love you

if anyone here is wondering how to do this, you go to the content folder, search for the C++ class, right click it and make a blueprint from it
