Trouble Accessing 5.5's New Gameplay Camera System's Rotation and Forward Vector

Hey folks, hopefully quick question here. I am trying to use the new Gameplay Camera system to build out a prototype and have hit a bit of a wall. I followed the “Gameplay Camera System Quick Start” to make a variant in First Person that changes FoV when right-clicking to have a soft zoom in and out when pressed and released. So far, everything works beautifully.

I noticed that even though the camera positions exactly where I want it and swapping rigs and everything works like a charm, the rotation of the camera when playtesting doesn’t appear to affect the Gameplay Camera Component or any position/rotation data in the Event Graph. I used a Line Trace to debug and even though I can look around the scene, the Line Trace stays locked in place. I copied the same Node Graph to a BP with a standard Unreal Camera and the Line Trace follows the camera perfectly.

For context, I started a new project in 5.5 with the Gameplay Camera plugin enabled and the Third Person Starter Blueprint. I duplicated the BP two times, adjusted the Boom Arm for one variant and replaced the Boom and Follow Camera with a Gameplay Camera in the second variant. Apart from that, they are both virtually identical.

I assume that I must not be access the Camera Rigs directly or the data that is driving the Gameplay Camera, but I haven’t found anything in the Event Graph that gives me access to per-rig-position/rotation information. Am I looking in the wrong place? I feel like it has to be something simple I am overlooking. Done a couple days of troubleshooting and looking online and unfortunately haven’t had much luck.

Here is an example using the Gameplay Camera vs standard Camera as well as the basic Line Trace debug graph I used to test both. Thanks in advance for any and all help!



Hey @Atreyu

can you try this with your Linetrace?

Yes, that works perfectly! I knew it had to be something simple I was overlooking… Thank you!!

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