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How do i change main camera to blueprint camera

I want to change the main Camera to one in an actor blueprint (not level blueprint), i have tried using set view target with blend, but this does not let me use the blueprints camera component as an actor for the "new view target" thing. Any help would be appreciated.

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asked Apr 17 '14 at 01:42 AM in Blueprint Scripting

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avatar image [Epic] Gribbs ♦♦ STAFF May 30 '14 at 03:03 PM

Hi Divinitize,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

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If you drag off your Player Controller, and do Set View Target with Blend. Then, drag off New View Target, and type Get Reference to Self. This will make it automatically find and use a single camera in this actor.

camsetup.jpg (39.2 kB)
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answered Apr 17 '14 at 03:36 AM

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Midnight_Toil STAFF
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avatar image Divinitize Apr 17 '14 at 12:08 PM

Worked, Thanks :)

avatar image Divinitize Apr 17 '14 at 12:14 PM

The problem i have now is that when i try to switch back to normal camera when i click again my characters "height" is alot smaller, the camera is alot lower than it should be.

avatar image DizzyWes ♦♦ STAFF Apr 17 '14 at 12:31 PM

Instead of the New View Target getting reference to Self, set it to Get Player Character.


avatar image Divinitize Apr 17 '14 at 12:43 PM

Thank you very much, works great, the next thing i would like to do but not sure if it's possible, how can i allow mouse curser once the camera is switched? i am pretty sure you could do it on UDK but i cant seem to find out how on here.

avatar image Steve Allison STAFF May 12 '14 at 07:48 PM

Hey Divinitize,

Sorry for the late reply on this one--if you haven't found your answer somewhere else already, you can enable the mouse cursor by using Get Player Controller -> Set Show Mouse Cursor. If you also need to enable click events, you can call Set Enable Click Events from the same Get Player Controller node.


avatar image DanaFo May 12 '14 at 07:24 PM

I would like to point out this only works for a character class, i think? It didn't evaluate as valid with my pawn setup.

avatar image Steve Allison STAFF May 12 '14 at 07:51 PM

Hey DanaFo,

It should work with your Pawns as well as long as you are passing in a Player Controller as your target and the Pawn as the New View Target. If you have a specific setup that it isn't working with, please provide us with further details.



avatar image Max008 May 22 '14 at 04:01 PM

using the fly project blueprint, I couldn't get the "set view target with blend" node, as if it doesn't exist, this was tested in the BP_plane in UE 4.1.1

Edit: I found that this node appears only if you drag a line from a "Get Player controller" node, otherwise you can't open it!

avatar image DanaFo May 12 '14 at 07:56 PM

thanks for the clarification, I'll have a closer look!

avatar image Moutrave Nov 02 '14 at 09:03 PM

I have tried this for my keypad like object : I've been failing all day to set the camera that I put in my BP as a component but when I set the camera as the actual parent of the whole keypad and made a reference to self...well now I get the camera's viewpoint when I interact with the keypad. It's good but...somehow I feel that this is not how it should work ? I mean is there really no way to swap from the player camera to a camera component located in the bluprint ? I haven't found one anyway...it's a bit disturbing ! But thanks anyway for these tips, at least now I have a result where I had none aftercountless tries with other nodes :p

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