Camera Directors
Things you place in a level that bend the camera as the player passes, by where they are and where they look.
A Camera Director is a camera hint you place in a level. Come near one, look its way or step into its volume, and it takes a share of the shot: it turns the view towards something, moves the camera, changes the lens or the focus, or plays a shake, then gives the shot back as you leave. Any number can act at once, each by its own weight, and the camera blends what they ask for. Add the Blendable Camera Director component to an actor, or place the Blendable Camera Director actor, and give it a Blendable Camera Director Preset.
Use a Director for the moments a level designer places: a vista that turns the view as you come over a hill, a corridor that frames the door at its end, a security camera, an earthquake zone, a quiet room that settles the handheld.
Turning the view#
Look at Strength is how far the view is bent towards the Director's look-at point at full weight. It's a nudge, not a takeover. Input Authority is how much of the player's look input the Director takes while it acts: 0 leaves the stick alone, 1 is a total override. Look at Retarget Time is how long the look-at takes to move to something new.
Orientation Request asks your character to turn, to strafe or to face the look-at point, once the Director is at least Orientation Request Threshold strong.
Reach and timing#
Proximity is at full strength inside Inner Radius and fades to nothing at Outer Radius, or, with the Shape falloff, full strength inside the actor's own collision shape and fading over Shape Falloff Distance beyond it. Look At is at full strength while you look within Look at Full Angle of the point and fades out by Look at Cutoff Angle. Volume is at full strength inside a shape on another actor, so the area can sit away from the Director. Dwell Time makes you hold the trigger a moment before it starts.
Max Activations of 1 makes it a one-off moment, the first time you notice the thing and never again; Activation Cooldown spaces repeats out; Active Duration lets go on its own after a while. Blend In Time and Blend Out Time are how it arrives and leaves.
Moving the camera#
Camera Mode is Influence to bend the shot you have: an offset along the world's axes, the Director's or the camera's, and the lens. From Look At Target puts the camera at what the Director looks at, watching you, for that character's point of view. From Director puts it at the Director itself, for a fixed camera or a security feed. Even those hand over by weight, so a cut to a security feed can be a blend. Suppress Camera Collision lets a framed shot look through the scenery in the way.
Focus#
Focus picks what the lens keeps sharp: None, Player, Look At Actor (what the Director looks at), Director (its own position) or Manual Distance. Where several Directors want the focus, the one with the most say gets it.