Moving a piloted camera does not include in undo

What the title says… Each time I move it by accident I have to reload the scene or import the camera again. It would make sense if Ctrl+Z would undo it to its previous location/rotation.

Thanks!

Hi Alphisto,

Do you just mean the viewport camera or are you talking about Sequencer cameras that you’re looking through?

If it’s sequencer, I’d suggest setting one key to the transform track at the start of the sequence to ensure that the cam snaps back to that location.

If you mean the viewport camera, I’d suggest using the camera bookmarks feature:

Viewport Camera movement is not something we plan to support in the undo history.

Hi , Thanks for replying.

No I actually mean when I select a camera actor from the viewport dropdown menu and then I accidentaly press RMB and rotate the camera view (because I am piloting it at that moment).

Afterwards I always automatically press Ctrl+Z and then I facepalm when the view doesn’t go back. :slight_smile:

127162-cameras20.jpg

Hey ,

So I was going to suggest “Lock Actor Movement” (found when you right click>Transform>Lock Actor Movement), but that appears broken when piloting. See UE-16985.

For the time being, the best workaround may be to add a sequence to the level and key your cameras in the positions that you want. Then, if you accidentally move one, you can open the sequence and the keys will have the original location stored.

Ok good. And is this going to be resolved?

I forgot to clear the Developer Notes when re-opening the issue. It really depends on priority and since something like this is not a game breaker, it may be a while until it is resolved.

Is there and update for Camera undo key?

yes…would be great!!!

Another silly work around is create basic shape actor and F zooms on on it. I have these dotted around the place

It was not fixed. lol