Camera activation stopped working

This problem has been plaguing our team and we are not sure what is causing it. Camera’s have been working fine in our project (tested on 4.12.5, 4.13.0, 4.13.1) in all of our early levels, but now the same blue print set up wont work for our most recently created levels.

Starting from an empty scene we toss in a camera, cube, and a light (the game mode is set properly). Then in the level BP we get a reference to the camera, player controller, and then run those into a set view target with blend. This should simply activate the referenced camera like normal but we cant get it to work.

Any ideas would be greatly appreciated.
We even updated to 4.13.1 and the problem still persists. I cant find mention of anyone else having this issue.

Could you upload a screenshot with your blueprint setup?

Sure thing. Here’s a picture of the setup. Every time I start the level the camera appears in a random location near the view port.

Hi Ore Creative,

Make sure you are not overriding your player controller in the World Settings window. Additionally, is the camera actor within any sublevels or is it in the persistent level?

Controller is set to top down as it should be, and the camera actor is on the same persistent level as the BP.

I’m at a loss here, any help would be appreciated.

Is this limited to this level? If you create a new, blank level are you able to get the camera to act as you are intending?

Alright, I’ve narrowed the issue down. If I possess my character in the persistent level cameras break. If I move my character to any other stream and then posses him the camera is fine. I feel like there is something obvious here that I must be missing.

In other levels it doesn’t matter what stream I move my character to as the cameras remain broken. This makes so little sense.

Do you have a sample project I can take a look at where this is occurring? If not, what specific steps can I take to reproduce this error on my end?

Here’s a striped down version of our project. [Project file][1]

[1]:
Just go to act_1, Cam_Test, Maps_HoloceneIntro, HoloceneIntro_Per, and you will be presented with the our scene and its corresponding problems.

Hi everyone,

The problem you are running into is that you are attempting to set the cameras in a sublevel, but the characters are in the persistent level. You will need to either have them in the same level/sublevel or use blueprint communication, such as casting, to be able to get the camera information to the player. Specifically, casting to the streaming level type should allow you to access the camera information.

Hi ,

Using the project you have sent me, I have tested a few methods, and the functionality is working as intended. Try delaying the cast to the game instance briefly, as it may be that the functionality is not appearing because the cameras, located within the sublevel, have not been fully initialized before they are being used. If you put brief delays between populating the camera array and then using said array, it may help to alleviate the problem.

I appreciate the help, however that is not the answer.

Our camera information is stored within the game instance. We cast to the game instance to make the cameras work and it works in our earlier levels but just not any recent ones we’ve created. The set view target with blend doesn’t even work when the character is on the same stream as the cameras in question. I believe if you test it out in the project I sent you then you will see that what your suggesting still does not work even though it would normally, but, there lies our problem. Something is clearly not right and we need help finding out what that is.

We’ve even tried building the game from source with no luck.

Not sure what happened to your post.

"Hi ,

Using the project you have sent me, I have tested a few methods, and the functionality is working as intended. Try delaying the cast to the game instance briefly, as it may be that the functionality is not appearing because the cameras, located within the sublevel, have not been fully initialized before they are being used. If you put brief delays between populating the camera array and then using said array, it may help to alleviate the problem."

Sadly we’ve tried this and I just re-tested this theory and it does not work on my end. Ifs it not too much trouble would you please send me a screen cap of the functioning setup on your end. This way I can emulate it exactly. You have it working (which is amazing) I want to see how its done.

Can you re-upload the project? I attempted to grab the link but received a 404 error. I can show you how I set it up in a clean project, which should react similarly to what you are doing.

If possible, I would like to see you do it in our project using our blueprint structure. You said you already had it working in our project at one point. Whatever you did that’s what I need to do. Unless that is not actually the case. Its fine if you misspoke or confused our question with another. All we care about is getting this issue solved so we can get back to work :). We appreciate your assistance.

Found the answer to our problem. We had renamed the main folder and used parenthesis in the main folder name. All of our cameras started working again after removing the parenthesis in the folder name and fixing up re directors in that folder. That’s what was causing all our problems.

I’m happy to hear you were able to resolve the error you were experiencing. I am marking this as answered for tracking purposes.