Single camera multiplayer setup issue

I have a level with a camera actor object in it that i want all my clients to use (board game). In my player controller BeginPlay() i have the following code:


	// Array to store all found actors of type ACameraActor
	TArray<AActor*> ActorArray;

	// Find all the camera actors in the level
	UGameplayStatics::GetAllActorsOfClass(GetWorld(), ACameraActor::StaticClass(), ActorArray);

	for (int i = 0; i < ActorArray.Num(); ++i)
	{	
		if (ActorArray*->GetName().Contains(TEXT("GameCamera")))
		{
			GameCamera = Cast<ACameraActor>(ActorArray*);
		}
		else
		{
			ActorArray*->Destroy();
		}
	}

	SetViewTargetWithBlend(GameCamera);

This will remove the other default cameras that are created with the clients.

The problem i’m having is that the SetViewTargetWithBlend(GameCamera) doesn’t work for the clients when I PIE with 2 clients (non dedicated).

During my research i found that if i change the camera’s auto activate for player (for the camera in the level which is currently set to disabled) to player 1 and start the game the camera will get configured correctly for that client

I also added a level blueprint function input event that will trigger the SetViewTargetWithBlend(GameCamera) and it works fine for the client after the game has loaded and i hit the button.

How do I get the camera to SetViewTargetWithBlend(GameCamera) on BeginPlay for all clients? Am I missing something?

Thanks

I was able to get it working!!!

I was missing bAutoManageActiveCameraTarget = false; in my player controller