How do you set a View Target from a Camera Component?
I have blueprint actors that each have a camera component. When the character use’s the blueprint I want to switch it’s camera to see through the one set in the Blueprint.
How do you set a View Target from a Camera Component?
I have blueprint actors that each have a camera component. When the character use’s the blueprint I want to switch it’s camera to see through the one set in the Blueprint.
It wasn’t obvious to figure out, but it is simple.
In the blueprint that has the camera component, use the node Set View Target with Blend with the PlayerController as the Target and Self as the New View Target.
Any Actor can be input for the Set View Target Node and it will use the active camera component of it.
Thank you for the tip, I was searching for this too.
If I may add some addition to your answer : the node “Set View Target with Blend” may not be available in the list. To show it, you may have to uncheck the “Context Sensitive” box!
If you have multiple cameras inside your blueprint, use SetActive to set the Camera Component that it should blend to
Thank you for the tip!
thank you it works
Thank you, made me save a lot of time.
Awesome, Thank you!
This is not animating the camera transition at all in 5.2. It just flips to the other camera but no animated transition.
How did you make that work?
Im having the same problem in 5.2. Well really it just snaps to only one specific camera. Seems like nothing i do works here.
Late to the party, but I created an account on this forum just to clarify that the marked answer above is incorrect, and doesn’t work, in fact it is only a workaround, you can remove the “Set View Target with Blend” node and the outcome is the same, the node is never actually utilized, hence why there is no blend, even if you set the blend time. This is because when you deactivate the current camera component, all it does is fall back and make the other camera component activate on default, without ever using the node Set View Target with Blend.