create_camera
Spawn a new camera actor in the Unreal Editor world (not PIE) at an optional location and rotation, then use its returned actor name to move or re-aim it later.
Instructions
Spawn a new ACameraActor in the editor world (never in PIE) at an optional location and rotation, with camera_name as its outliner label. Labels need not be unique, so address the camera later by the returned actor_name. Each location axis must be within +-100000, otherwise an error. The level is marked dirty, not saved. location_set, rotation_set and label_set compare what the spawned actor reports with the request. Move or re-aim it with set_camera_transform; spawn_actor places a CameraActor in PIE too; add_camera_component puts a camera on an existing actor.
Returns: { camera_name: string, camera_created: bool, actor_name: string, location_set: bool, rotation_set: bool, label_set: bool, actual_label: string, actual_location: [number, number, number] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| location | No | Optional [X, Y, Z] world location for the new camera (defaults to origin) | |
| rotation | No | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [Pitch, Yaw, Roll] world rotation for the new camera (defaults to zero) | |
| camera_name | Yes | Name to assign to the new camera actor. |