# Shared Camera for local Multiplayer?

**URL:** <https://forums.unrealengine.com/t/shared-camera-for-local-multiplayer/74823>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [September 29, 2016, 2:16pm UTC](https://forums.unrealengine.com/t/shared-camera-for-local-multiplayer/74823 "2016-09-29T14:16:49Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_cbebb28b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cbebb28b](https://forums.unrealengine.com/u/anonymous_user_cbebb28b)\
**Post date:** [September 29, 2016, 2:16pm UTC](https://forums.unrealengine.com/t/shared-camera-for-local-multiplayer/74823/1 "2016-09-29T14:16:49Z")

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Hi guys,  
How can one make a shared camera for local multiplayer in a top down game?  
Think Gangbeasts, or Swordy.  
I tried following the following tutorial:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

but it’s only doing half the job.

All help is appreciated.

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**Author:** ![Nawrot](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nawrot/32/618260_2.png) [@Nawrot](https://forums.unrealengine.com/u/Nawrot)\
**Post date:** [September 29, 2016, 6:45pm UTC](https://forums.unrealengine.com/t/shared-camera-for-local-multiplayer/74823/2 "2016-09-29T18:45:23Z")

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You cannot share cameras for multiple players. If you did they all would have same hud, same postprocess etc.

Instead keep camera location and rotation in some blueprint (for eg. game state).  
Then make player pawns that have camera only.  
And make those pawns read location and rotation, then snap to it.

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**Author:** ![isaacvega](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@isaacvega](https://forums.unrealengine.com/u/isaacvega)\
**Post date:** [December 7, 2021, 9:17pm UTC](https://forums.unrealengine.com/t/shared-camera-for-local-multiplayer/74823/3 "2021-12-07T21:17:36Z")

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Would the GameState solution scale well to compensate for bad connection and big latency issues? It would also probably mean local Pawns get the AutonomousProxy ON for their camera movements, many server reconcile and RPC calls will be involved. That way it sounds similar to how a Character Movement Component works. Thoughts?
