PlayerCameraManager's BlueprintUpdateCamera updates FOV even if Return Value is False

Repro steps:

  1. Create a BP PCM,
  2. Create a BP PlayerController
  3. Change PC’s PCM to new BP_PCM
  4. Go into BP_PCM
  5. Override BlueprintUpdateCamera function
  6. Put 120 into the FOV
  7. Keep Return Value unchecked, “False”
  8. Hit Play (making sure that the PC/PCM are in GameMode)
  9. Notice that the FOV changes to the new value.
  10. Now go back and check if changes to Location and Rotation happen. They don’t. Unless you check “True”

Hopefully this isn’t by design. It makes little sense to have a bool there if the FOV is going to change regardless. I had to create a Select Float workaround using the Default FOV variable and my custom logic.

Wonder if anyone else can repro this.

Hello VictorBurgos,

I was able to reproduce the behavior you described and have sent this to our development team to look into. You can follow this ticket at the link below:

Please let us know if you have any further issues.

Thanks,
Tyler

Thanks a lot for the response!