For those looking this up, here’s exactly what you have to do: On the controller, set bAutoManageActiveCameraTarget to false, add a new UCameraComponent, call NewCameraComponent->SetActive(true), call SetViewTarget(this) in order to get this controller’s CalcCamera() method called, and override CalcCamera(…) to provide the location and rotation of NewCameraComponent. The elegant way to do this would be to use a CameraManager component (not the APlayerCameraManager) to compute/store and retrieve the data you need through Owner’s CalcCamera() method.
1 Like