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[4.12.5] CineCameraComponent of CineCameraActor gets return with parent class type

Hi there,

as I experienced when helping out here: https://answers.unrealengine.com/questions/460023/where-is-cine-camera-component-in-blueprint.html

When you want to use the CameraComponent of the CineCameraActor you need to cast it to CineCameraComponent even if it says it already is.

alt text

(other tooltip)

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Happy debugging :) Marooney

Product Version: UE 4.12
Tags:
component.png (22.1 kB)
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asked Jul 28 '16 at 09:03 AM in Bug Reports

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Marooney
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avatar image Rudy Q ♦♦ STAFF Aug 01 '16 at 01:52 PM

Hello Marooney,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?

  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?

  3. To clarify, are you seeing a warning that says you do not need to cast?

avatar image Marooney Aug 01 '16 at 03:57 PM

Hello,

I've reproduced both ways in a clean Project:

First way to reproduce:

  1. Drag a CineCameraActor into the Level

  2. In the Details you can access the "Current Camera Settings" of the CameraComponent. And these settings are part of the CineCameraComponent class.

  3. Drag the CineCameraActor into the LevelBlueprint, GetCameraComponent, and try to access a CineCameraComponent setting like CurrentFocalLength.

Settings are not available because you only get typeof CameraComponent and not as expected CineCameraComponent. It is no problem to cast of course, if you know that. But I am sure this is not intended to be like that.

I think the CineCameraActor just exposes the "CameraComponent" as typeof CameraComponent instead of CineCameraComponent for the BP, that's all :) Therefore there is no warning.

Another way to reproduce (like I did in the screenshot):

  1. Create a new Blueprint based on CineCameraActor

  2. Select the CameraComponent and you will see the Details you should have access to within the EventGraph.

  3. Drag the CameraComponent into the EventGraph and try to access them (e.g. CurrentFocalLength).

Happy debugging :) Marooney

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1 answer: sort voted first

Hello Marooney,

After further testing I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to visit the provided thread for future updates. Thank you for your time and information.

Link: https://issues.unrealengine.com/issue/UE-34036

Make it a great day

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answered Aug 01 '16 at 08:34 PM

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Rudy Q ♦♦ STAFF
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