[4.20] Set view target with blend not working on package

Hi everyone!
I need to setup a camera just the levels opens, so what I’ve done was putting a camera on the scene. On the level blueprint I set a view target with blend correctlly with the camera just created. It works good inside unreal, but ones I export the game to android and open the level the camera goes to 0,0 location.

Somone knows what could it be?

Thanks!

PD: Sorry for my English, trying my best

Don’t worry, your English is fine~
I have some questions if you don’t mind.
Any warnings while packaging that might correlate with the BP that does the blending?
Did you try to pack it for your OS to see if it’s working then?

Hi, thank for answering.

There’s no warning so I’ve seen that it could damage the camera. I’ve built aswell on my OS as you reviewed me and the same thing happens. The error seems to be generic and not only on the android device.

I upload you a couple of images so you can get an idea of exactly what’s going on.

How it looks in the editor:

How it looks at the end :

Okay, probably nothing too severe then.
Can you show us the blueprint script that’s responsible for the view target blending?

My quick guess would be, that the target camera is not available fast enough in the standalone game.

To debug that you could try something along those lines:

(build configuration needs to be on “development”)

.

The error must be in the level blueprint. I’ve tried what you’ve told me and it seems that it does go through the view target with blend.

Should I try this code from somewhere else? I think it’s going to be that it’s just not going to be able in the level blueprint.

Thank you for the help.

Images:

I had the exact problem, and I found an option on camera that I placed on my level called “auto activate for player”. Assigning it to “player_0” fixed my problem without the need of using “set view target” node.