I guess the issue is caused by the first object slot in the camera controller. If an object slot is left empty, armory will use the object that you assigned the tree to.
I guess you assigned the tree to the camera. Thus it behaves as if you assigned the camera to both slots.
Try the following setup:
add an empty into your scene
place it exactly where the camera is
parent the camera to the empty
assign the empty into the first slot of the camera controller
I just noticed that this setup will only move the camera, not the empty… You could add a set location node to always place the empty in the camera’s location. This would probably make it work, but it’s not a nice solution. At the moment, I don’t even know of any specific reason why the camera controller needs two inputs…
I mean, I know why I added it back then, but now I think it could be done with only one object input.
I will have another look at this tomorrow.