So for my crawling mechanic, I want only one point of view and a smooth transition which I was thinking of achieving with a “set view target with blend” node, but both cameras I’m using are in my third person character, and when I try to get the second camera as a reference the “new view target” pin on the node is greyed out. So my general question how can I blend multiple cameras within the same blueprint? If you need any further info just ask me. Thanks in advance.
you don’t target the camera. You need to target the Actor holding the camera.
The SetViewTargetWithBlend Node automatically looks for the first available camera in an Actor and uses that.
So… to deal with that, disable a camera right before setting the new view target on Self.
only the first activated camera is used… so make sure every other one is disabled.
Hi @DeiankataTV, I think I know why.
The “Set View Target with Blend” node takes an input of Actor Object Reference named “New View Target”. The pin the grayed out because it not an Actor Object Reference, this can be easily fixed by adding a “Child Actor” and attach it to the camera.
Then get a reference to you camera and drag off and get it’s child actor then plug that in for the “New View Target.”
Blue Arrow: My Camera
Red Arrow: Child Actor from my Camera (search for “Get Child Actor” and not the name of the child actor)
This should fix the issue!
Hope this helps!
You don’t need a child actor for this.
Disable the other cameras by default (auto activate: false).
On toggle → Deactivate primary camera, Activate secondary camera → Set view target w/blend.
Target is “Player Controller” Reference… Get Player Controller.
BOOM.
Just flip the order to revert. Set a Boolean “bDefaultCamera” and use that for a flipflop/toggle flow logic controller.
This doesn’t work @Rev0verDrive . It will activate the view for the second camera immediately as you set it to active. It won’t even get to Set View Target w/ Blend. Unreal 5.2