Where is the default camera component?

This is probably a basic lack of understanding, but maybe someone can help me:

When I create a new default level, with a spectator pawn, where is the camera component? Is it included by default in the pawn? Or in the CameraManger? The PlayerController?

I’ve been creating blueprints based on each of these objects, and looking around the Scene Outliner with the game paused, but for the life of me I can’t figure out where the camera component is created by default.

the_camera_was_done with coding not kismet if i’m understanding_correct and you could most probably_find the code by your pawn class;

I’m still new to UE4 so I may be misunderstanding the question but from my understanding this looks like what you’re looking for. If so, then right click where you want, go to place actor, and camera.

The default spectator mode (which is not really spectator as you can turn on gravity with LCtrl) is default behavior of base classes. The camera is managed by CameraManager, but you don’t need to override it in order to change camera blueprint got locks for that

Thanks for responding, but that’s not quite what I was asking.

When you create a new project, there already is a camera somewhere in the level; this is evident the scene gets rendered when you press play.

I am wondering which one of the default actors is creating the camera component.

Looking through the pawn classes in the source, I don’t see any spot that adds a camera actor, or a camera component.

Unless I’m missing it, I don’t see anywhere in PlayerCameraManager.c that creates either a camera component or a camera actor.

As far as I understand it: In the default case the PlayerController uses the Location/Rotation of the Pawn as default Camera Target (that means the location/rotation of the Camera). There are multiple places that can be used to override the camera behavior (see chain of responsibility in the link)

It might be helpful to read the Camera documentation at:

https://docs.unrealengine.com/latest/INT/Programming/Gameplay/Framework/Camera/index.html

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There does not have to be a CameraComponent anywhere by default. The PlayerController creates a PlayerCameraManager which is all that is needed. However, most projects want control over camera parameters and that is done via a CameraComponent. The PlayerCameraManager’s default parameters are overridden by a CameraComponent via the documented responsibility chain. In the samples, e.g. “Top Down”, the CameraComponent can be found inside the character’s Blueprint under the Components tab, possibly nested under a SpringArmComponent.

Thank you, this is more clear now. I was used to the unity way of thinking, where the “camera component” is the actual object doing the rendering. Instead, the camera component is just one of many ways to get the appropriate POV/location/rotation information to the rendered.

Thank you!

Yeah, I’m confused by this as well. As an experiment, if I create Pawn, and PlayerController, Blueprints and do not add any camera components, why is the scene still rendered at all? Where’s the camera?