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How can I set max yaw/pitch/roll camera bounds during game play?

Going to try to ask about this one last time before giving up and coming back after the engine is more mature.

I want to give my player character 2 different control/camera behaviors that can be switched between in game play. I've set up an alternate Player Camera Manager class that has different yaw and roll values, and when I assign that class to my Player Controller class, the values work and my camera bounds function as intended. However when I try to switch between the two Player Camera Manager classes during game play using the SET Player Camera Manager Class node in the Player Controller class, the behavior does not change. The node does work if I use it in Construction Script rather than Event Graph but that does not help me change the values while the game is running. Here is the setup that does not work, though it seems like it SHOULD:

alt text

I attempted another solution which was to change the values directly in the assigned Player Camera Manager class. This also did not work, and when testing, the class itself did not respond to InputAction events, even though I had set the "Auto Receive Input" to Player 0. It wouldn't even play the sound I assigned for testing purposes:

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I also set it up with an interface to fire the event from elsewhere, but that did not work either. Are there certain classes that simply won't allow changes at runtime? Why these solutions do not work is very confusing and frustrating, and it seems like I'm having issues similar to this at every turn. If anyone can shed some light on these problems, I'd appreciate it. Thanks.

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asked Jul 19 '14 at 10:14 PM in Blueprint Scripting

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using different camera's is easy, different controls... less easy, you might have to manually clamp your controller rotations.

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answered Jul 20 '14 at 12:43 AM

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