Set view target w/ blend not working - Multiple camera components in BP

Hi, ive seen a lot of similar issues to this online but none where the person was using multiplr camera components in the same BP as the set view target node.

I’m trying to use a select node to feed into the set view node to get the correct camera. It doesnt let me feed its output (nor just a single camera component) into the set view node’s “new view target” pin. It does let me if i use a “get owber” node first, but then it just blends into an imsginsry camera which is at 0,0,0.

Below is what I’m trying to do. I resd that i dhpuld slso use a set active node, but when i put it on either side, it still doesnt work.

I really hope you guys have an answer for this!

Thanks a lot guys

Proper way to do this is to specify a camera view, then Set that camera as active and the old as inactive. This will instantly switch cameras without the need to use set view target w/blend.

For example say there’s an actor in the game world that has 5 cameras. As the player I have my own camera. To use the other actors camera I need to get a reference to that actor.

A trace (line, sphere etc) will return a hit actor reference in the hit result.
If the actor uses overlap collisions you’d use the “Other Actor” result.

When you have a reference you can then use it to cast to the actor class. Using the cast version you’d use set view target w/blend to swap cameras from your player (Actor) to the active camera on the Other Actor.

Once you are using a camera component on another actor you don’t use set view target w/blend to jump to any other camera component on the same actor. You just toggle active on/off on its other cameras and it’ll switch automatically.

set view target w/blend is only for switching cameras from actor to actor. Never for toggling on the same actor.

For example on a character you may have 2 cameras. First Person View and Third Person View.
To toggle between those cameras all you need is the following.

image

Key is to disable all cameras accept the default.

Wow what a great reply. Thank you.

My problem is i am using miltiple cameras within a single actor/BP, and i need the switching of cameras to be smooth and over time, not an instant snap to. Is that possible? I may have missed it in your comment but it seemed like you were only talking about cameras in diffetent actors to get a smooth transition.

I need that smooth transition witiin a single actor.

Hope to hear back from you. Thanks!

The best way to accomplish this is to use a single camera and a timeline to lerp to the new position.

I’m using billboard components as target points in the camera actor.


Input calls a BP Interface function Camera (Front, Back, Right, Left) which references its target point for relative location and rotation.

image

Begin play sets the current location and rotation, then moves the camera accordingly. This is the first camera starting position.

image

Quick and semi-dirty setup. I don’t know what your initial interaction process is, or how you’re implementing input for camera swapping.

Ok great. Im following a tutorial but was trying to do it a different way which would have worked better for me, but that was using multiple cameras and a set view target node which i now know doesnt work.

If i cant get this other way to work i will give this a shot. It may take me some time to get to it but ill let you know if i have any issues or questions if thats ok.

Thanks again!