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How do I make a CameraActor my main camera?

Hi Guys,

For first off, I've ben spending the good part of a week and bit rummaging through Unreal. I've built source and gone through examples, looked through docs, did some programming etc. My main background is from the Unity side of things(6 years or so), including work as a C++ programmer.

I'm trying to implement, what I would consider, a basic element of a game and finding myself struggling. So I would like to get some input on best practices when tackling this kind of development problem.

In particular, a C++(potentially married with BP) solution would be awesome. So here goes:


  • Player is represented by a pawn that walks around a room(there are many, connected via triggers etc)

  • Player does not have a camera

  • Camera is a separate actor in the scene and looks down at a room (perspective iso style)

  • When player exits room, camera moves to look at new room

  • Camera does not translate or rotate to view player. Camera is static

I'm not finding a way of actually setting a camera up that can stand alone, away from the player. What should I be doing? Any help is welcome. Thanks peeps!


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asked Apr 05 '14 at 03:14 AM in Using UE4

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avatar image Jacky Apr 05 '14 at 04:23 AM

One thing you can do is to use a camera and a Matinee actor for every room. Set your camera in the Matinee as you should for a cinematic(except for movement. you dont need to set more than 1 key for movement track since the camera is static) and make sure you set a director track in it(which will enable you to view through the cam) After that create Play node for every matinee in Level Blueprint, and activate them with those triggers you use for room switching.

avatar image TommyBear Apr 05 '14 at 04:30 AM

Thank you very much Jacky. I'll try that the moment I get back home! :)

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2 answers: sort voted first

So I worked it out. Just using BP and nothing else, you can achieve a completely disconnected and best of all free camera mode. Do this:

  • Add a CameraActor to your scene

  • Create a level blueprint(or any blueprint as long as it executes) :)

  • Then make this:

alt text

So yes, it obviously doesn't have to be a level BP, can be any BP.

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answered Apr 06 '14 at 07:37 AM

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avatar image dbrizov Jun 29 '14 at 11:08 AM

Any idea how I can do this with only C++ code?

avatar image Ben Halliday STAFF Jun 30 '14 at 08:43 PM

Hey dbrizov,

Probably best to ask that in the C++ section of AnswerHub, where most of our coders hang out. Feel free to reference this post if you find it helpful. Thanks!

avatar image KNOFF Feb 14 '18 at 07:06 AM

In BeginPlay use this: UGameplayStatics::GetPlayerController(GetWorld(), 0)->SetViewTarget(TPCamera);

avatar image acajic Jul 18 '18 at 11:30 AM

What needs to be included to get this line to compile? Is this a dumb question? How could I figure this on my own?

avatar image wired00 Jul 15 '14 at 02:01 PM

Great help thank you, this is exactly what I needed for my tower defense game, however I just currently have a static camera in the corner. What is best way to pan camera around the level?

avatar image TommyBear May 14 '15 at 11:57 AM

You can add a BP component to your stand-alone camera actor and have it do stuff on a tick. That way you can have it rotate and translate around the level to track things etc.

avatar image Charly Pico May 06 '15 at 11:32 PM

Hey guys! Just can't find the 'SET' box that is in the picture, the second red box that says 'Find Camera Component when View Target', where can I find it?

avatar image TommyBear May 14 '15 at 11:55 AM

You don't need that node anymore Charly. It should just work. Cameras are also getting a bit of a rewrite.

avatar image darkgaze Mar 26 '18 at 12:23 PM

Probably this is what you wanted and what you did? https://docs.unrealengine.com/en-us/Gameplay/HowTo/UsingCameras/Blueprints

avatar image michaeltan Apr 02 '18 at 11:51 AM

Hi Everyone, this is works great, but how can I also take control of the newly created cemera? Like a free flying first person view?

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In 4.10, you can place a camera actor, select it, scroll down the details panel until you see "Auto Player Activation" and then select the player that should use the camera.

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answered Feb 11 '16 at 09:34 PM

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avatar image Naitguolf Jul 24 '16 at 06:13 PM

Hi. I want all players to use that camera actor. Is there any way to do it so I dont need to copy 16 cameras, one for each player? Thanks!

avatar image rich2020 Jul 24 '16 at 10:11 PM

Do you want all players to 'see' through one camera, such as in spectator mode, or do you want to have a top-down view where all players are visible within the scene?

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