Simple camera reference question

MichaelWion
Tue, 19 Jan 2016 07:18:30 +0000
Cinematics & Media

I have a custom camera class, which exposes the transform of a hidden sphere sitting slightly in front of it at all times. I wish to access this variable from other blueprint classes, but that would first require a reference to my custom camera class. The issue here is that my game mode intentionally doesn’t use a default pawn, and casting a player’s Player Camera Manager to my custom camera class always seems to give me compiler warnings, stating that the cast will always fail.

So how can I set things up to where I can have a custom camera class, assigned to each player in the game, and be able to access that camera in (preferably) all other blueprint classes? Would I require any other subclasses, such as a Player Controler?

4 posts - 1 participant