Set view target with blend looking the wrong way

Hi, does anyone know why the “Set view target with blend” ignores the facing rotation of the target actor, and always looks in this direction, regardless of the actor rotation? - Does not matter what the actor rotation is, it always looks in the same direction, e.g. “south”.

This happens for both the pawn in the vehicle, and the vehicle itself. This works perfectly on the server, and stays aligned when possessed.

YouTube link: - YouTube

352074-event-call.png

352072-spawn.png

352073-pawn-components.png

why the “Set view
target with blend” ignores the facing
rotation of the target actor

It generally does not. If the target actor has no camera, the camera manager will produce a default camera that will point along the actor’s X - forward. If an active camera component is present, we’ll be looking through that cam.

I am assuming here that the blend targets the Transport Pawn that has a camera (last pic) - how does it look like in the viewport?

  • how is the camera positioned by default?
  • is there control rotation involved?
  • are we inheriting yaw?
  • is the springarm set to relative or absolute rotation?
  • perhaps the springarm’s collision probe gets pushed out of the vehicle - somewhat likely? try disabling it for now, see how it goes.

Hi Everynone, thank you for your assist here - It seems changing the “Transport Camera Blend” event to run on the server works instead of the owning client, and the clients camera blends with the desired rotation. Once the blend finishes, you also have to set the control rotation to the actor rotation via owning client.

I am not sure if this is the optimal means for the server to handle such events (the blend), but it works - for completion in others viewing:

how is the camera positioned by default? - Like the third person character, this also happens on a default third person character.

is there control rotation involved? - Only after possession for clients, since they retain the previous rotation for some reason, before the blend.

are we inheriting yaw? Yeah.

is the springarm set to relative or absolute rotation? Relative.

perhaps the springarm’s collision probe gets pushed out of the vehicle - somewhat likely? try disabling it for now, see how it goes. - Already set, the collision channel to ignore vehicle and pawn.