# Switch between spring arm cameras

**URL:** <https://forums.unrealengine.com/t/switch-between-spring-arm-cameras/469947>\
**Category:** Cinematics & Media\
**Tags:** spring-arm, parenting, unreal-engine, question\
**Created:** [August 18, 2020, 11:44am UTC](https://forums.unrealengine.com/t/switch-between-spring-arm-cameras/469947 "2020-08-18T11:44:33Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![PaleoNeo](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/paleoneo/32/473639_2.png) [@PaleoNeo](https://forums.unrealengine.com/u/PaleoNeo)\
**Post date:** [August 18, 2020, 11:44am UTC](https://forums.unrealengine.com/t/switch-between-spring-arm-cameras/469947/1 "2020-08-18T11:44:33Z")

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Hello,  
I’d like to create a system where you have a Pawn with a spring arm camera that follows him around. Then you have some blueprint actors that contain trigger volumes, a camera and a spring arm. Once the pawn enters the volume the camera switches to the one inside these other actors. I managed to do the switching but I don’t know how to attach the new spring arm to the pawn once it enters a volume…  
Any suggestion?

Thank you!

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [August 18, 2020, 11:57am UTC](https://forums.unrealengine.com/t/switch-between-spring-arm-cameras/469947/2 "2020-08-18T11:57:54Z")

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You could try attaching a component (target is the new springarm) to whatever the old springarm is attached to (parent):

![310544-annotation-2020-08-18-125620.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/0/2/b0290a2332d756543fe8dc9487ea702833d5cf82.jpeg)

Do tell if it worked.

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<div class="post-metadata">

**Author:** ![PaleoNeo](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/paleoneo/32/473639_2.png) [@PaleoNeo](https://forums.unrealengine.com/u/PaleoNeo)\
**Post date:** [August 18, 2020, 12:54pm UTC](https://forums.unrealengine.com/t/switch-between-spring-arm-cameras/469947/3 "2020-08-18T12:54:35Z")

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The first time I tried that node the rotation was all over the place. I gave it a second try thanks to your suggestion and it worked. So, what I did is:

1. Add a Scene component in the Pawn BP
2. Attach the next spring arm/camera system to the Pawn Scene component
3. Keep the rotation to “World” both in the “AttachComponentToComponent” node and Scene component inside the Pawn.

[You can find the BP here](https://blueprintue.com/blueprint/ymqumj7x/)

I guess this setup is quite versatile. You can have a more cinematic camera view once the player enters certain areas or even a static one like the first Resident Evil.

Thank you again for your help!

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<div class="post-metadata">

**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [August 18, 2020, 1:24pm UTC](https://forums.unrealengine.com/t/switch-between-spring-arm-cameras/469947/4 "2020-08-18T13:24:24Z")

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Neat!

Considering converting your comment into an answer. Camera swapping blueprints are such a sought after commodity that it will surely help more people.

* * *

Another way to tackle something similar is not to attach anything but move the existing springarm to a new location / rotation. The volume needs to know the data, ofc.

An arrow component can be used to both set and visualise such data.
