add_set_view_target_with_blend_node
Adds a camera transition node to a PlayerController Blueprint, switching view targets with a configurable blend time and easing function for smooth cutscenes or security camera shifts.
Instructions
Add a SetViewTargetWithBlend node to switch cameras smoothly.
From Ch. 15: Used to switch the player's view between different cameras (e.g., entering a treasure room activates a security camera, or switching to a cinematic camera during a cutscene). The New View Target input is usually a Camera Actor reference.
Args: blueprint_name: Blueprint to add the node to (PlayerController) blend_time: Duration of the camera transition in seconds blend_func: Blend function ("VTBlend_Linear", "VTBlend_Cubic", "VTBlend_EaseIn", "VTBlend_EaseOut", "VTBlend_EaseInOut") blend_exp: Exponent for cubic/ease blend functions node_position: [X, Y] graph position
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: add_set_view_target_with_blend_node(blueprint_name="/Game/MCP_Test/BP_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| blend_exp | No | ||
| blend_func | No | VTBlend_Linear | |
| blend_time | No | ||
| node_position | No | ||
| blueprint_name | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |