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.

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

Hey ,

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

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.

Hi ,

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,
Noland

Ahh thanks for the reply ,

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 :slight_smile:

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.

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

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:

I am closing this thread as outdated.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