Cycle cameras with one input event

Hi all!
I am having troubles to understand how to switch cameras. This is how I set it up, all with cameras located in the characterBP components. It works somehow but it feels wrong and I could not figure out how to put animation on the character component cameras.

I would like to use the “set view target with blend” node. But I could not get it to work in my charakter BP, only in the level Blueprint. But in the level BP I do not have acces to my character BP cameras.
So I tried to use camera actors, that worked fine also with animated cameras but I did not find a way to attach them to my character BP(what is the DefaultPawnClass, not placed directly in the level).

I would like to get a tip on how to build a setup that is able to blend between cameras that are attached to my character BP AND are able to be keyframe animated.

For example when game starts I want to have a keyframed cut scene camera that seemlesly blends to my character cam. While playing i would like to switch camera views (ideally with one input event).
When the player dies it should drive away and turn around the players fracture parts, for this i would like to use keyframe animation also.

Any tips are really appreciated!
Thanks in advance :slight_smile:

You might try using transform variables within your character BP as your end camera locations and then the “TInterpTo” function on your camera to sweep between them (you can throw in a curve if you want to get fancy).

If setting up the right numbers for the transforms is a task, you can set them to editable and check the “Show 3d Widget” checkbox in the variables properties. Then, drop the character in a level, move the transforms (rotations and all) to where you want and jot down the numbers. Then go back to your blueprint and set them as the defaults. After that, you can call the variables as transform targets for your camera when you want.

Disclaimer: I haven’t tried this but I don’t see why it wouldn’t work.

Here is a YouTube video showing a similar process. - YouTube

Just one of probably many ways to do what you are wanting to do. Best of luck!

Hi Purecyn, thanks for your answer!

If I understand you right this would solve the Problem that I cant use the “set viewtarget with blend” node inside the character BP right?
Meanwhile I managed to get it to work with the “move component to” node and some dummy cameras:

So i know can use the set view target with blend node in the level BP to blend from the characterBP`s camera to a cut scene cam, what is awesome! :smiley:

But how do I switch back to my characterBP`s cam once the cut scene is over?

Thanks in advance!

The solution I offered originally was how to get around using a blend node, yes. You can use target blends in a character BP but you may have to turn off context sensitivity to see it. Here it is in a character BP.

Edit: One reason you don’t see it in context of a character BP is because it creates a circular dependacy of the sorts. Just an FYI.