Hi!
There is a mystery about the engine spawning this CameraActor_0.
The _0 is saying “this is the default CameraActor” and it’s very important it seems.
I know it’s a wrapper for a camera component.
It doesnt matter what you add into the scene, more cameras, pawns with cameras…whatever actor
The CameraActor_0 is a temporary actor. It says so in the Level Outliner.
It’s annoying for me to have that actor spawned. It doesnt make sense.
It must be a legacy from the kismet and older version of this engine i guess.
I never get the right answer to why this CameraActor_0 is spawned by the engine.
Iv’e searched the internet and into the c++ code of the class
I know it’s the camera manager that spawns this “temporary actor”
I never get the answer why it needs to do this in the code. No comments for that code for the function that creates it.
“If the engine doesnt find a camera it creates one” is something I’ve came across on the internet.
I create a camera and do the possess and pawn+camera and other stuff… The engine STILL creates one.
“the camera manager use it for camera animation computations” is something I’ve red.
I get that too but why use a camera manager in the level and not private.
Why does the camera manager spawn a CameraActor into the level at all.
It really wants to do that even if i spawn my own 100 Camera Actors.
Can’t this been taken care of inside the camera manager?
The concept behind this CameraActor_0 is really the million-dollar question
Have I missed something.
This is the final post on this. I promise.
The mystery continues…
Cheers all wonderful developers
Björn