Pighaus Games Docs

These docs describe 1.1, the version on Fab. 1.3 is in testing: read its docs, or what changes when you upgrade.

Getting started

A working camera in three steps, then how to make it feel handheld and change it as the player moves.

Pick your route#

Your engine version decides whether the ready-made Rigs come in the box. The code is identical either way.

  • On 5.8, everything is included.

    Presets, Rigs, shakes and Directors install with the plugin. Carry on to the three steps below.

  • On 5.3 to 5.7, you create the Rigs.

    The plugin installs without content and you build the Rigs from published values. Step by step.

Go deeperWhy older versions ship without content

A .uasset saved by 5.8 can't be opened by an older engine. Package versions only go forwards and no build setting changes that. Shipping assets for every version would mean authoring everything in 5.3 and never opening it in anything newer, which would pin the plugin's development to the oldest engine it supports.

So the tuning is published as text instead: the rig values page has every Rig's values. Assets you create on 5.4 still open on 5.8 later.

The three steps#

  • 1

    Add the camera.

    Drop a Blendable Follow Camera component on your pawn. It makes itself the view target, so there's nothing to wire up.

  • 2

    Choose a Preset.

    Assign one in the component's details. Start with Third Person.

  • 3

    Press play.

    That's a working camera. Everything else in these docs is optional.

If it feels right, stop here and come back when you want something specific.

Make it feel handheld#

The follow camera gives you a clean, steady shot. For the life on top of it (breathing, footfalls, lean, landings and shakes), add a second component.

  • 1

    Add the effects.

    Drop a Blendable Camera Effects component on the same pawn.

  • 2

    Give it a Profile.

    Under Setup, pick DA_CameraProfile_Default, or DA_CameraProfile_Handheld for a more visible operator. On 5.3 to 5.7, create a Blendable Camera Profile data asset; its defaults are a good start.

  • 3

    Tick Output Via Camera Modifier.

    Under Output. It's off by default, and with it off, shakes, handheld motion and the Sequencer tracks that blend back to gameplay all do nothing.

Changing the camera as the player moves#

Place a Blendable Camera Preset Volume, pick a Preset, and choose a mode:

ModeWhat happens
LatchSwitches the camera's standing Preset and keeps it, even after the player walks back out. Good for crossing into a new area.
While InsideUses the Preset while the player is inside, and hands back whatever was there before on the way out. Good for a space with its own feel.

Volumes can sit inside each other without any bookkeeping from you. Step out of an inner volume and you're back on the outer one, because the outer one never let go.

For anything that isn't an overlap (a door, a scripted beat, a cutscene) use a Blendable Camera Trigger and call Apply Camera Preset and Release Camera Preset yourself. It's the same actor with nothing wired up.

Go deeperPreset On Exit, and how volumes are drawn

Set Preset On Exit only when leaving should mean something specific, like walking out of a horror section into a normal one. Left empty, leaving restores whatever was in force before.

The volume is a subclass of the trigger, so both follow exactly the same rules. Both draw a thick wireframe box with the Blendable mark in the middle, so you can see your regions across a level. Neither the outline nor the mark exists outside the editor.

Where the character sits#

You tell a Rig where on screen the character sits, in percent: 0 is the left edge, 50 the middle, 100 the right, and Y counts down from the top. So 35, 55 is a third of the way across and a little below the middle. The camera works out where it has to be for that to be true, at every distance and angle. Composition covers the rest.

Go deeperComing from 1.0, or from centimetres

Rigs saved before 1.1 described the framing as a shoulder offset in centimetres. They're converted the first time they load: the old offset becomes the on-screen spot that resolves to it, so the shot looks the same. First-person Rigs skip composition automatically, because with no arm there's no shot to compose.

Where to go next#

  • The claim ladder is the idea everything else rests on. Read it next.
  • Composition when you want to change the framing.
  • Debugging the first time the camera does something you didn't expect.