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.