Custom Camera In Network
I have created a custom camera in blueprint. I add the Camera Blueprint to the scene. When I start the game single player the Camera Blueprint is working great. However, when I start in network the camera on the server is working as normal but the Client is only showing the default camera which Is at the origin.
I have no replication on the Camera Blueprint hoping that this would be available for every scene when joining a Server.
I have also tried Creating a Camera Blueprint in the controller and setting the "Set View Target With Blend" node but this also fails.
I know I'm missing something on the way UE Cameras work.
Currently I've only tried using the "Set View Target With Blend" not sure if there is any other nodes I could use.
I will keep trying various methods and reading more on the docs to see if I can figure this out, however, all suggestions are welcome thanks.
asked Jul 11 '15 at 02:10 PM in Blueprint Scripting
After converting the blueprint into C++ I found that the issue was down to the InputComponent->BindAxis when using Binding constant.
I changed to:
This cured the problem but I would still like to know why I had the issue if possible.
answered Jul 16 '15 at 09:27 AM
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