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Set camera to a camera in the scene/level/map


Azure_Zero
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I think you could just place out those cameras in LE editor and then create one camera in code, then just assign position and rotation of camera instead of switching camera.

 

something like this:

someCamera.FindCamera("AirportTowerCamera")
camera->SetPosition(someCamera.GetPosition());
camera->SetRotation(someCamera.GetRotation());

 

But don't know how this method would hit the performance.

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There might be situations that cause strange results with multiple cameras all shown at the same time. Like Mex stated above it's probably best to just use pivots as markers for where cameras should be positioned/rotated. You could probably show/hide multiple cameras if you wanted to go that route. I just find it cleaner and reduce any chance for errors by having 1 and just moving it around to markers.

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