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[Closed] Is there a way to have multiple cameras in a character blueprint?

Okay so as the title says Im having some issues with this, I really dont need anything complex. I just want my cameras to follow from where I put them so I can adjust them from within the blueprint as required.

alt text

Now this works fine for the EyeCamera but for some reason SetCamera ChaseCamera doesnt work and sets me back to EyeCamera.

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asked Mar 11 '14 at 04:42 AM in Everything Else

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ue4-archive ♦♦ STAFF
49.9k 3658 1983 9111

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The question has been closed Apr 29 '14 at 06:20 PM by Adam Davis for the following reason:

Problem is outdated


2 answers: sort voted first

Hi Vertal,

This is a post from before the release of UE4. However, you can see an example of how to get this to work here:

https://forums.unrealengine.com/showthread.php?1509-Foundational-3rd-Person-Camera-to-Shoulder-Camera-Toggle&highlight=foundational

I am closing this thread as outdated. Have a great day!

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answered Apr 29 '14 at 06:20 PM

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Hey Daniel,

I believe that the character camera looks for the first camera component. So you'll just need to change the one camera. There might be a way to do it like this; i've put person on this question that would know better than I.

Best Regards,

Ryan

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answered Mar 11 '14 at 04:42 AM

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ue4-archive ♦♦ STAFF
49.9k 3658 1983 9111

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:42 AM

Thanks! I have attempted adding a spring arm, I might be able to just move the camera to the end of the spring arm when I want the third person camera. I'll see how that goes as a workflow, Im not sure if theres any drawbacks of not having a CameraActor instead.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:42 AM

Hi Daniel,

A camera actor just contains a camera component which it views thru; you should be able to accomplish the same thing using either path.

RE: multiple components in one actor; By default actors try to find a camera component to use to look thru, but you can disable that by setting bFindCameraComponentWhenViewTarget to false and manually implementing CalcCamera (this is only possible in C++ right now, not blueprints) to pick and choose from your different components based on some other logic.

However, if all you wanted to do was change how tight the camera is to the player or how far above the player it is, etc..., you can manually adjust the position of the camera component or spring arm in your blueprint's tick and that should do the trick.

Cheers, Michael Noland

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:42 AM

Ahh thanks for the reply Michael,

I had success with the spring arm and single camera method, I didnt think to move the actual spring arm itself I might explore that and see if it can get some view smoothing from the socket in first person :)

My main concern with the single camera method is for stereoscopic support. I could assume that it'll make 2 cameras calculated from the single camera natively and I dont need to set any of that up, cool.

avatar image Vertal Apr 29 '14 at 12:34 AM

Can you step-by-step describe how did you achieve this? Or show ypur BP?

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