Project settings
Project-wide defaults for every Blendable camera, under Project Settings, Plugins, Blendable.
Under Project Settings → Plugins → Blendable.
| Setting | What it does |
|---|---|
| Fallback Preset | used by any Follow Camera that was never given a Preset, so a bare component gives you your studio's camera |
| Default Probe Channel | the collision channel every camera check uses, unless a Rig names its own |
| Draw Camera Stack By Default | turns the debug readout on for every camera in the project |
| Sequencer Sections Obey Comfort By Default | whether new Sequencer sections respect the player's comfort settings |
| Long Exempt Shake Warning Seconds | warns when a Sequencer shake that ignores comfort runs longer than this. 0 turns it off |
| Director Ambient Shake Blends | a Director's looping shake morphs into the next rather than stopping and restarting. See ambient shakes |
| Allow Rigs To Control Exposure | lets Rigs change exposure at all. Off by default. See post process |
Settings are read when they're used, so change one, press play, and you'll see it.
Go deeperWhy these are project-wide
The probe channel is the clearest case. If your project traces its camera on a custom channel, you'd otherwise have to set it on every component you ever placed, and missing one gives you a single camera that clips through geometry the others avoid. Components are seeded from the project default when they're created, and an edit on a placed component still wins. That's also the one exception to "read when used": components you've already placed keep the channel they were given.
The fallback Preset covers the other direction. Drop the component on a pawn, press play, and you get your studio's camera rather than the built-in defaults. It only ever applies when nothing else has been set.