Overview
A drop-in third-person camera for Unreal Engine 5.8. One component, rig assets for the shape of the shot, and a claim ladder deciding who holds it.
The idea behind Blendable is simple enough: every camera change is a blend. There's no separate code path for "switching", so an instant cut and a two-second transition are the same thing with a different number. The shot is always somewhere between exactly two rigs, and that's the only state there is to reason about.
That constraint is the whole design. It's why there's no class of bug where switching behaves differently from easing, and why interrupting a blend halfway is a normal thing rather than a case somebody had to remember to handle.
One component#
The camera is a single component. It resolves as the pawn's view target directly, so there's no spring arm and no second component with its own opinion about where the shot should be.
That matters more than it sounds. A shot that never gets handed between systems can't be cut in half by two of them disagreeing, which is the failure behind most "the camera jumped and I don't know why" bugs.
Rigs and presets#
The shape of the shot comes from rig assets: arm length, field of view, damping, collision, composition, post process, all of it data rather than code.
A preset bundles a set of rigs together with the rules for picking between them. Swapping the preset is how you change the camera's entire personality at once, and it's the unit a designer works in day to day.
Four presets ship with the plugin. Third Person is the one to start from; Action RPG, Cinematic Action and Survival Horror are worked examples of how far the same system bends without touching code.
Nothing sets the camera#
Everything asks. Systems register a claim with a priority, and whoever's highest holds the shot. Aiming asks, the input device asks, a volume you walked into asks, Sequencer asks.
This is the part worth understanding before anything else, because it's where the surprises live. See the claim ladder.
Requirements#
Unreal Engine 5.8. Enhanced Input and Niagara, both of which ship with the engine. Win64 is the only platform that's been built and run so far, though nothing in the code is platform-specific.