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Static Camera example in multiplayer

I would like to use a static camera as described there: https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UsingCameras/Blueprints/index.html but this example only seems to work with a single player.

If I set the number of clients to "2", the second client gets the default dynamic camera. The same happens for additional clients.

At first sight, it seems strange to use player index 0 only for the Get Player Controller call (in the upper example), but this should be the correct index even for the remote clients. I should note that the camera is correct on all clients for maybe half a second after starting, but then turns to the player. So maybe the server replicates the view target.

Could anyone tell me how to properly set up a static camera in a multiplayer environment (using Blueprints)?

Product Version: UE 4.10
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asked Mar 27 '16 at 07:25 PM in Blueprint Scripting

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I finally managed to do this, according to the hint in this question: https://answers.unrealengine.com/questions/256391/problem-with-multiplayer-player-controller-event-i.html

I created a Blueprint Subclass of PlayerController, made sure it is used (in GameMode) and simply deactivated the setting "Auto Manage Active Camera Target". The default behaviour seems a bit strange, though...

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answered Mar 27 '16 at 10:09 PM

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