Pighaus Games Docs

These docs describe 1.3, which is in testing. The version on Fab is 1.1: read its docs.

Camera preset settings

Every setting on a camera preset's panel, band by band, in the panel's own words: what each does and what a new one starts at.

Every setting on a camera preset's panel, in the order the panel shows them. Generated from Blendable 1.3.0 in Unreal Engine 5.8.1, so it lists exactly what that version has. For what the settings add up to, read The claim ladder.

The Camera#

SettingWhat it doesStarts at
Default RigThe rig the camera starts on and returns to. Optional: leave it empty and the camera uses the Default Settings below, so it works as soon as it's on a pawn.none
Default Settings › Pivot SocketBone or socket the rig hangs from. Empty pivots on the actor origin.none
Default Settings › Pivot OffsetOffset from the pivot, in its local space. This is the point the camera hangs from and turns around, and the point Where On Screen places, so raising it sits the character lower in frame. First person sits exactly here.X 0, Y 0, Z 50
Default Settings › Pivot Lag SpeedHow quickly the camera keeps up with the character as they move. Higher follows more tightly; 0 follows rigidly with no lag at all.14
Default Settings › Vertical Follow (x)How quickly the camera follows the character up and down, as a share of Pivot Lag Speed. 1 follows height like everything else; lower lets a jump or a step happen without the camera bobbing after it, which suits a side-on camera. From 0.01 to 2.1
Default Settings › Pivot Lag › EnabledTurns follow lag on. Off, the camera keeps pace with the character at every speed.off
Default Settings › Pivot Lag › Only Fall Behind In DepthOn, the camera only falls behind along the way it's looking, so the character keeps their place on screen and just gets further away. Off, it falls behind in every direction, so a sideways sprint also carries them across the frame.off
Default Settings › Pivot Lag › Lag Starts AboveThe speed, in cm/s, above which the camera starts to fall behind. Below it the camera keeps up, so a walk never lags.250
Default Settings › Pivot Lag › Full Lag AtThe speed, in cm/s, at which the camera hangs back the most. Between here and Lag Starts Above it eases.600
Default Settings › Pivot Lag › Follow Speed When LaggingHow closely the camera follows at full lag. The lower it is compared with Pivot Lag Speed, the further the character pulls ahead. The same as Pivot Lag Speed means no lag at all.4
Default Settings › Pivot Lag › Most They Get Ahead (cm)The furthest the character can get ahead of the camera, in cm. At this distance the camera holds steady for as long as they keep running; it doesn't hurry back in.120 cm
Default Settings › Pivot Lag › Catch-Up SpeedHow fast the camera closes the gap once the character slows below Lag Starts Above. Low settles slowly, high closes the gap briskly.18
Default Settings › Pivot Lag › Caught Up Within (cm)How close the camera must get, in cm, before it counts as caught up and goes back to normal following.20 cm
Default Settings › Pivot DampingHow smoothly the camera follows the character's position, and whether it keeps up with a moving character instead of trailing behind. One of the damper channels below.as new
Default Settings › Composition › EnabledPlaces the character on screen using the settings below. Off, the camera sits straight behind them with nothing moving them about, which suits first person. Rigs at or under the follow camera's First Person Arm Threshold count as off whatever this says.on
Default Settings › Composition › Where On Screen (%)Where the character sits on screen, in percent: X across (0 left, 50 middle, 100 right) and Y down (0 top, 100 bottom). 35, 55 is a classic over-the-shoulder framing; set it for the right shoulder and a shoulder swap mirrors it. It holds at any arm length, lens and pitch. From 0 to 100.X 50, Y 50
Default Settings › Composition › Free Drift (%)How far the character can wander from their spot before the camera follows, in percent of the screen either side, so 8 makes a box sixteen percent wide. Too small and the camera chases every twitch; too large and the character visibly drifts before anything happens. From 0 to 50.X 8, Y 10
Default Settings › Composition › Full Strength At (%)How far from the spot, in percent, the camera reaches full follow strength. Between Free Drift and this it eases in, so following starts gently; bigger is gentler, and setting it equal to Free Drift makes following start all at once. From 0 to 100.X 30, Y 28
Default Settings › Composition › Catch-Up SpeedHow quickly the camera catches up once the character leaves the Free Drift. 2 is unhurried, like an operator noticing; 10 is brisk and feels locked on.4
Default Settings › Composition › Max Camera Move (cm)How far the camera may move sideways or up and down to put the character on their spot, in cm. Ask for a spot that needs more and the character lands short of it; the composition preview shows where they'll end up.220 cm
Default Settings › Composition › Keep The Same DistanceKeeps the camera the same distance from the character however far sideways it slides, which stops the shot dipping in towards them halfway through a shoulder swap. Anything else that slides the camera then also moves it in and out, which can feel like a jolt, so only turn it on if you see the dip.off
Default Settings › Composition › Looking UpMoves the character while you look UP. Driven by how far above level you are looking, in degrees. One of the shifts below.as new, but Driven By Control Pitch Up, Starts At 15, Full At 60, Move By (%) X 0, Y 0, Takes (s) 0 s
Default Settings › Composition › Looking DownMoves the character while you look DOWN, by how far below level you're looking. A Move By of 0, -15 raises them fifteen percent of the screen as you look down, which lowers the camera and shows more of the ground without it climbing into the ceiling. One of the shifts below.as new, but Driven By Control Pitch Down, Starts At 15, Full At 60, Move By (%) X 0, Y 0, Takes (s) 0 s
Default Settings › Composition › While TurningMoves the character while you TURN. Driven by how fast you are turning, so a hard turn moves them into it. One of the shifts below.as new, but Driven By Yaw Rate, Starts At 60, Full At 360, Move By (%) X 0, Y 0, Takes (s) 0.15 s
Default Settings › Composition › Looking Away From TravelMoves the character while you look AWAY from where they are going. Driven by the angle between where you are looking and where they are running, in degrees. Look back over your shoulder mid-sprint and they slide aside so you can see past them. Starts At is how far round you may look before anything moves. One of the shifts below.as new, but Driven By Yaw from Movement, Starts At 45, Full At 150, Move By (%) X 0, Y 0, Takes (s) 0.3 s
Default Settings › Composition › More ShiftsAnything else that should move the character: speed, crouch, aim, a low ceiling, falling, slope, a lock-on, a number from gameplay.empty
Default Settings › Composition › Shift Limit (%)The furthest all the shifts together can move the character from their spot, in percent of the screen on each axis. Pushes from gameplay count towards it too. From 0 to 50.X 30, Y 30
Default Settings › Dynamic FramingEases the character back towards the middle of the frame when a wall pushes the camera in close, or when looking steeply up or down, so they don't slide out of shot.on
Default Settings › Framing Arm CompensationHow much the framing moves back towards the middle as a wall pushes the camera in, 0 to 1. At 1, a camera pushed all the way in is fully centred. From 0 to 1.1
Default Settings › Framing Pitch CompensationHow much the framing moves back towards the middle when looking steeply up or down, 0 to 1. From 0 to 1.1
Default Settings › Arm LengthHow far behind the character the camera sits, in cm. Around 150 is close over the shoulder, 350 a normal third-person view, 800 and up a wide shot. Collision can pull it in, but never pushes it further out.350 cm
Default Settings › Auto Shoulder Probe ReachRoughly how far off-centre the camera sits, in cm, which tells the auto shoulder how far out to the side to look for walls. If the camera is actually further out, it looks that far instead.45 cm
Default Settings › Min PitchHow far down the player may look, in degrees. The stick stops here. From -89 to 0.-60°
Default Settings › Max PitchHow far up the player may look, in degrees. From 0 to 89.65°
Default Settings › FOVHow wide the lens is, in degrees. Around 60 is tight and flattening, 80 is a normal third-person view, 105 and up is wide and fast-feeling with noticeable distortion at the edges. From 5 to 170.80°
Default Settings › Do Collision TestOFF: the camera passes through walls. On, it shortens the arm to stay out of them.on
Default Settings › Collision RadiusHow fat the camera is for collision, in cm. Bigger stops it further from walls and clips less.20 cm
Default Settings › Arm Pull In TimeRoughly how long the camera takes to pull in when something gets in the way, in seconds. Keep it fast, so the camera never sits inside a wall.0.01 s
Default Settings › Arm Relax TimeRoughly how long the camera takes to ease back out once the way is clear, in seconds. Usually slower than pulling in: popping back out looks worse than lingering close. Also paces the distance changes Pitch Response makes.0.2 s
Default Settings › Arm DampingHow smoothly the camera moves in and out when collision changes its distance. Only Model has any effect, and only with Predictive Avoidance off. One of the damper channels below.as new
Default Settings › Occlusion Min TimeHow long something has to be in the way before the camera pulls in for it, in seconds, so railings, leaves and door frames that cross the view for a moment don't yank it in. 0 reacts straight away.0 s
Default Settings › Auto ShoulderMoves the camera to the other shoulder when a wall closes in on this side, without the player pressing anything.off
Default Settings › Shoulder ResponseWhether the camera jumps fully to the other shoulder, or slides across only as far as the wall pushes it. Choices: Swap (commit to the other shoulder), Slide (move across by wall distance).Swap (commit to the other shoulder)
Default Settings › Auto Shoulder Pinch DistanceHow close a wall has to get to the character on the camera's side, in cm, before the auto shoulder starts to react.60 cm
Default Settings › Auto Shoulder MarginHow much more room, in cm, the other side needs before the camera moves over to it. Stops it flicking back and forth down a corridor.40 cm
Default Settings › Auto Shoulder Manual GraceAfter the player swaps shoulder by hand, how long the automatic swap waits before it can act again, in seconds.2 s
Default Settings › Auto Shoulder DelayHow long the wall has to stay close before the camera swaps, in seconds, so brushing past a door frame or a pillar doesn't set it off. Swap only; Slide reacts straight away.0.35 s
Default Settings › Auto Shoulder Blend TimeHow long the camera takes to move across when the auto shoulder moves it, in seconds. A little slower than a manual swap usually feels better.0.45 s
Default Settings › Gap Centring [EXPERIMENTAL][EXPERIMENTAL] In a doorway or alley, slides the camera sideways to line up with the middle of the gap instead of scraping along one side. With composition on it moves the framing through a Gap Room shift under More Shifts, or a full-strength one if the rig has none. Expect to tune Gap Whisker Spacing for your levels.off
Default Settings › Gap Whisker SpacingSets how tight a space must be to count as a gap: walls on both sides within Gap Max Shift plus this, in cm. Too small and it misses gaps the camera is really clipping; too large and wide corridors count too. Around the camera's Collision Radius plus a little is a good start. At least 1.45 cm
Default Settings › Gap Probe RadiusHow thick gap centring's checks are, in cm.10 cm
Default Settings › Gap Probe LengthHow long the two side checks are, along the camera's line, in cm, which lets them keep hold of a door frame for longer. Raise it if the camera lets go of a gap too early on the way out; lower it if it holds on after the gap has gone.60 cm
Default Settings › Gap Yaw Assist [EXPERIMENTAL][EXPERIMENTAL] Also turns the camera to point down the gap, which keeps it clear of the door frame on the way through. Off by default because it moves where the player is looking. Needs Use Probe Aiming on, and backs off the moment the player touches the stick.off
Default Settings › Gap Yaw Max AngleThe most it will turn, in degrees; the sideways slide covers the rest. Keep it small, since this moves where the player is looking. From 0 to 45.12°
Default Settings › Gap Yaw UrgencyHow quickly the gap turn moves the camera, as a multiple of Probe Pull Rate.3
Default Settings › Gap Max ShiftThe furthest the camera will slide sideways to centre in a gap, in cm. Anything more is left to normal collision.70 cm
Default Settings › Gap Engage RateHow quickly the camera slides in once it finds a gap. Keep it brisk: arriving late means the camera is already in the door frame by the time the slide lands. At least 0.1.7
Default Settings › Gap Release RateHow quickly the camera lets go once the gap is behind you. Keep it slower than Gap Engage Rate, so the shot doesn't spring back the instant the walls clear. At least 0.1.3
Default Settings › Occlusion StrategyWhat gives when something blocks the view of the character: the camera pulls in closer, or moves round the obstacle and keeps its distance. Moving round never changes where the player is aiming. Not used while Predictive Avoidance is on. Choices: Pull Forward, Preserve Height, Preserve Distance.Pull Forward
Default Settings › Occlusion Search AngleHow far round an obstacle the camera may swing to find a clear view, in degrees each way. From 5 to 170.70°
Default Settings › Occlusion Swing TimeRoughly how long the camera takes to swing round an obstacle, and back once it's clear, in seconds.0.35 s
Default Settings › Occlusion Search StepsHow many angles the camera tries across that swing. More finds a better spot but costs more collision checks. From 2 to 16.6
Default Settings › Ignored Occluder TagsThe camera's collision ignores actors with any of these tags, so a fence post, railing or hanging cable can't yank the shot in.empty
Default Settings › DecollideA final check that pushes the camera out of any wall it ends up in, after everything else has moved it. A point of interest set to suppress camera collision can still switch it off for a shot that's meant to clip.on
Default Settings › Decollide SkinHow far clear of a surface the camera is pushed, in cm.8 cm
Default Settings › Allow Look At OffsetWhile a point of interest or lock-on is aiming the camera at something, lets the player steer it off-centre and keeps the framing they choose, instead of pulling back to the middle. Has no effect while Look At Break Free is on.on
Default Settings › Look At Offset Max YawHow far left or right of the target the player may move the framing, in degrees. From 0 to 80.30°
Default Settings › Look At Offset Max PitchHow far up or down, in degrees, the player may compose away from the thing being looked at. From 0 to 80.18°
Default Settings › Look At Offset DecayHow fast the player's chosen framing drifts back to centre once they stop steering, in degrees per second. 0 keeps it where they left it.0
Default Settings › Look At Steer ThresholdHow fast the player has to move the camera, in degrees per second, to count as choosing a new framing. Too low and the camera's own corrections count; too high and slow, careful adjustments are missed.12
Default Settings › Look At Offset Adopt RateHow quickly the camera accepts the framing the player is steering to. Lower holds the target more firmly, so pushing away takes more effort; very high gives way at once.8
Default Settings › Look At Break FreeWhile a point of interest or lock-on is aiming the camera at something, holds it centred and resists the player pushing away, until they push past Look At Break Angle and it lets go. Overrides Allow Look At Offset while on.on
Default Settings › Look At Break AngleHow far off the target, in degrees, the player has to push before the hold lets go. From 1 to 180.40°
Default Settings › Look At Hold StrengthHow firmly the hold keeps the target centred, as a multiple of the follow camera's Steer Rate. 1 is the normal look-at pull; higher takes more pushing to move off. At least 0.1.1.5
Default Settings › Look At Reacquire DelayAfter breaking free, how long the player has to leave the stick alone before the hold grabs the target again, in seconds. 0 grabs it straight back. Looking back towards the target grabs it too.0.75 s
Default Settings › The Character FacesWhich way this rig asks the character to face while it's in charge. A point of interest's request wins over it. Your character acts on it by listening to On Orientation Request Changed. Choices: Unchanged, Orient to Movement, Strafe, Aim.Unchanged
Default Settings › Pitch ResponseChanges how far back the camera sits and how wide the lens is as the player looks up and down.on
Default Settings › Pitch Arm Scale UpCamera distance when looking all the way up to Max Pitch, as a multiple of Arm Length. Below 1 pulls the camera in; above 1 pushes it out. From 0.1 to 3.1.2
Default Settings › Pitch Arm Scale DownCamera distance when looking all the way down to Min Pitch, as a multiple of Arm Length. Below 1 pulls the camera in; above 1 pushes it out. From 0.1 to 3.1.2
Default Settings › Pitch FOV Offset UpDegrees of field of view added when looking all the way up. Negative narrows the lens.10°
Default Settings › Pitch FOV Offset DownDegrees of field of view added when looking all the way down. Negative narrows the lens.10°
Default Settings › Pitch Arm CurveOptional: replaces the two distance values with a curve, for shapes they can't make, like holding steady through the middle and only pulling in at the extremes. Time runs from -1 (looking all the way down) to 1 (all the way up); the value is a multiple of Arm Length.no curve
Default Settings › Pitch FOV CurveOptional: replaces the two field of view values with a curve. Time runs from -1 (looking all the way down) to 1 (all the way up); the value is degrees of field of view added.no curve
Default Settings › Pitch Response SpeedHow quickly the distance and lens catch up with the player's pitch, so a fast flick doesn't snap the camera in and out.4
Default Settings › Use Probe AimingBlends all the automatic camera turns (following, slopes, falling, recentring) into one smooth pull the player can always push against. Off, each one turns the camera directly at its own speed.on
Default Settings › Probe Pull RateHow strongly the automatic turns pull the camera. Higher and the camera insists; lower and the player wins more easily.3
Default Settings › Pitch Room LimitStops the player looking down so far that the camera swings up into a low ceiling. It only ever narrows the rig's own pitch limits, and with nothing overhead it does nothing.on
Default Settings › Pitch Room ProbeHow far above the camera to check for a ceiling, in cm. At least 10.200 cm
Default Settings › Pitch Room MarginHow much room to leave between the camera and the ceiling, in cm, so it stops short instead of grazing it.30 cm
Default Settings › Pitch Room EaseHow quickly the limit closes in and lets go as the ceiling above changes. Lower is smoother. At least 0.1.4
Default Settings › Resting PitchThe angle the camera settles back to when recentring or recovering its pitch, in degrees. Slightly down usually looks best behind a character.-10°
Default Settings › Hold The AngleHolds the camera at its own fixed angle instead of following the mouse or look stick, for top-down, isometric and side-on games. Turn it with Rotate Camera on the follow camera. The character still moves relative to the screen, so up on the stick is up on the screen.off
Default Settings › PitchHow far down it looks, in degrees. -90 is straight down, -50 a steep isometric view, 0 level. From -89.5 to 89.5.-50°
Default Settings › FacesWhich way it faces when this rig takes the shot. Choices: A direction in the world, Wherever it was looking.A direction in the world
Default Settings › FacingThe world direction it faces, in degrees. 0 looks along +X, 45 is the isometric diagonal, and -90 looks along -Y, so +X runs left to right across the screen. A turn the player makes is kept when switching to another rig that faces the same way.0°
Default Settings › Yaw FollowSwings the camera round behind the way the character is moving, once the player stops steering it.off
Default Settings › Yaw Follow SpeedHow quickly the camera swings round behind the direction of travel. Only used with Use Probe Aiming off; with it on, Probe Pull Rate and Yaw Follow Urgency set the pace.1.6
Default Settings › Yaw Follow DelayHow long the player has to leave the look stick alone before the camera starts following, in seconds.1.4 s
Default Settings › Yaw Follow Angle ThresholdHow far the camera has to be from the direction of travel, in degrees, before it bothers following. Stops it fidgeting over small angles.18°
Default Settings › Follow Ramp TimeHow long the automatic follows take to build up to full strength once they start, in seconds, so the camera eases into moving instead of lurching.1 s
Default Settings › Follow Settle TimeExtra time after a rig change, on top of the blend itself, before the camera starts steering itself again, in seconds. 0 waits only for the blend. Falling, a recentre the player asks for and points of interest aren't held back by it.0 s
Default Settings › Follow Ramp CurveThe shape of the Follow Ramp Time build-up, shared by all the automatic follows so they ease in the same way. Choices: Linear, Ease In, Ease Out, Ease In-Out, Custom Curve.Ease In-Out
Default Settings › Follow Ramp CustomYour own shape for the build-up, from 0 to 1, used when Follow Ramp Curve is Custom.none
Default Settings › HandheldThe handheld shake for this shot: the camera operator's breathing, sway and reactions. Empty uses the handheld set on the Blendable Shake component. It blends smoothly into the next rig's handheld when the rig changes.none
Default Settings › Handheld StrengthHow much of the handheld this shot carries. 0 holds the camera still; above 1 is a shakier operator. From 0 to 2.1
Default Settings › Also RunningA constant shake that belongs to this shot and runs alongside the handheld, like a rumbling engine room or a boat deck. It fades in and out with the rig. Keep one-off hits like a grenade out of it; they shouldn't fade because the rig changed.none
Default Settings › Also Running StrengthHow strong that shake is, 0 being off. From 0 to 2.0
Default Settings › Yaw Follow SoftnessHow many degrees past Yaw Follow Angle Threshold the follow takes to reach full strength, so it slows gently into line instead of stopping dead. Only used with Use Probe Aiming on. At least 0.1.15°
Default Settings › Yaw Follow UrgencyHow quickly the follow turns the camera, as a multiple of Probe Pull Rate. Only used with Use Probe Aiming on. From 0.05 to 4.1
Default Settings › Pitch FollowLets the camera tilt up and down on its own, to follow slopes and to look down while falling. Choose which below.on
Default Settings › Pitch Follow SpeedHow quickly the camera tilts to follow slopes and falls. Only used with Use Probe Aiming off; with it on, Slope Follow Urgency and Falling Urgency set the pace.0.5
Default Settings › Pitch Follow DelayHow long the player has to leave the stick alone before the camera starts choosing the pitch itself.2 s
Default Settings › Auto RecenterSwings the camera back behind the character, at Resting Pitch, once the player has left it alone for Recenter Delay. For a recentre button, call Recenter Camera instead.off
Default Settings › Recenter DelayHow long the player has to leave the camera alone before it recentres on its own, in seconds. Keep it long: recentring soon after they let go feels like the camera overruling them.5 s
Default Settings › Recenter Input BufferAfter the player stops aiming, swapping shoulder or doing anything else besides moving, how long the auto recentre waits before Recenter Delay starts counting again, in seconds.1 s
Default Settings › Recenter SpeedHow quickly the recentre swings back, also used by Recenter Camera when the call doesn't give a speed. With Use Probe Aiming on, Recenter Urgency sets the pace instead.3
Default Settings › Recenter Ease InHow long a recentre takes to get up to speed, in seconds, so it starts smoothly instead of with a jolt. 0 starts at full speed. From 0 to 2.0.35 s
Default Settings › Recenter UrgencyHow quickly the recentre turns the camera, as a multiple of Probe Pull Rate. Only used with Use Probe Aiming on. From 0.05 to 4.1
Default Settings › Recenter Yaw OnlyOnly recentre the yaw, leaving the player's chosen pitch alone. Common in games where players deliberately hold a high or low angle and only want the camera swung back behind them.off
Default Settings › Look OvershootLets a fast turn coast to a stop after the player lets go, instead of stopping dead with the stick. Usually suits a gamepad better than a mouse.off
Default Settings › Look Overshoot AmountHow much of the turn carries on after the player stops, 0 to 1. From 0 to 1.0.35
Default Settings › Look Overshoot DecayHow long the leftover turn takes to bleed away once the player has stopped, in seconds. At least 0.01.0.35 s
Default Settings › Look Overshoot Min Rate (deg/s)How fast a turn has to be before it coasts at all. Slower, careful aiming stops exactly where the player leaves it.90
Default Settings › Pitch Follow Angle ThresholdHow far off, in degrees, the pitch has to be before the camera bothers correcting it at all.5°
Default Settings › Pitch Follow SlopesTilts the camera up or down with the slope the character is moving along, so it looks where they're going.on
Default Settings › Slope Min InclineDegrees of incline below which the ground counts as flat. From 0 to 45.6°
Default Settings › Slope Pitch InfluenceHow much of the slope's angle the camera tilts by, 0 to 1. 1 matches the slope exactly, which can point the camera at the hillside; less leans into a climb while keeping more horizon in view. From 0 to 1.1
Default Settings › Slope Follow UrgencyHow quickly the slope follow tilts the camera, as a multiple of Probe Pull Rate. Only used with Use Probe Aiming on. From 0.05 to 4.1
Default Settings › Slope Follow SoftnessHow many degrees steeper than Slope Min Incline the slope has to get before the follow is at full strength. Lower reacts fully to gentler slopes. At least 0.1.15°
Default Settings › Travel Pitch SmoothingSmooths out bumps in the character's up-and-down movement, like kerbs and stairs, before the slope follow sees them, in seconds. Higher ignores more, but notices a real slope later.0.35 s
Default Settings › Slope Follow DelayHow long the character has to keep climbing or descending before the camera starts tilting with it, in seconds, so a kerb or a short flight of stairs passes without a reaction. 0 starts straight away.0 s
Default Settings › Slope Delay Resets on LookRestarts Slope Follow Delay whenever the player moves the camera, so the slope follow never argues with someone lining up their own shot. Off, the wait only depends on the slope.on
Default Settings › Pitch RecoverWhile the character is moving, tilts the camera back to Resting Pitch once the player stops steering it, whether it was left looking up or down. Gives way to the slope follow on hills.off
Default Settings › Pitch Recover DelayHow long after the player last moved the camera before it starts tilting back, in seconds. It only tilts while the character is moving. 0 starts straight away.1 s
Default Settings › Pitch Recover SpeedHow quickly it tilts back, as a multiple of Probe Pull Rate. From 0.05 to 4.1
Default Settings › Pitch Follow when FallingTilts the camera down while falling, so the player can see where they're about to land.on
Default Settings › Falling PitchWhere the camera looks while falling, in degrees. Negative looks down, at what you are about to land on.-35°
Default Settings › Falling Speed MultiplierHow much faster than usual the camera swings to that falling angle. Falling is urgent, so 2 swings twice as fast; 1 is the usual rate.1
Default Settings › Falling UrgencyHow quickly the camera tilts down while falling, as a multiple of Probe Pull Rate. Only used with Use Probe Aiming on. From 0.05 to 4.1
Default Settings › Falling Min Ground DistanceHow much clear space there has to be below the character, in cm, before it counts as falling, so a hop doesn't tip the camera down.250 cm
Default Settings › Constrain YawLimits how far round the character the player can swing the camera, measured from the way the character is facing.off
Default Settings › Local Min YawHow far left of the character's facing the player may look, in degrees. From -180 to 0.-80°
Default Settings › Local Max YawHow far right of the character's facing the player may look, in degrees. From 0 to 180.80°
Default Settings › Yaw Constraint ToleranceHow many degrees before the limit the camera starts slowing, so it eases to a stop instead of hitting a wall. 0 stops dead.0°
Default Settings › Pitch Constraint ToleranceThe same easing for Min Pitch and Max Pitch, in degrees. 0 stops dead.0°
Default Settings › Predictive AvoidanceChecks around the camera as well as straight behind it, so it eases off walls before reaching them instead of bumping into them. Replaces the Occlusion Strategy while on.off
Default Settings › FeelersThe checks cast around the camera so it sees a corner coming. Leave the list empty for a default set of five.empty
Default Settings › Feeler SmoothingSmooths how much the predictive checks pull the camera in, in seconds, so it doesn't twitch as they clip corners. Higher is steadier but slower to react.0.12 s
Default Settings › Focus › Focus OnWhat the lens keeps sharp. Focus follows them as they or the camera move. Choices: Nothing, You, The Target, The Point Of Interest, A Set Distance, Both Of You, Whichever Is Nearer, Whichever Is Further.Nothing
Default Settings › Focus › Focus StrengthHow much say this has over focus, 0 to 1. Where several points of interest want the focus, the one with the most say gets it. From 0 to 1.1
Default Settings › Focus › AtHow far from the camera the lens focuses, for A Set Distance, when you're setting it by hand rather than tracking something.500 cm
Default Settings › Focus › Blend FocusEases the depth of field in and out instead of switching it on and off.on
Default Settings › Focus › Focus Blend In TimeHow long the depth of field takes to ease in when focus starts, in seconds.0.6 s
Default Settings › Focus › Focus Blend Out TimeHow long the depth of field takes to ease out when focus lets go, in seconds.0.9 s
Default Settings › Focus › Realistic RackPulls focus like a person would: a beat late, a touch too far, then it settles. Off, focus snaps straight to the new distance.on
Default Settings › Focus › Focus Reaction TimeHow long focus waits before it starts to follow a change, in seconds.0.18 s
Default Settings › Focus › Focus Spring › StiffnessHow hard it pulls towards where it is going. Higher arrives sooner. Around 60 is loose and floaty, 180 is a normal camera movement, 400 and up is a snap.34
Default Settings › Focus › Focus Spring › DampingHow much it resists wobbling. Higher settles flatter; lower bounces past and comes back. Twice the square root of Stiffness is exactly no wobble: about 27 at a Stiffness of 180.7
Default Settings › Focus › Focus Spring › Max SpeedThe fastest the movement may travel, in its own units per second. 0 is no limit. Rarely needed: it stops a big sudden change flinging the camera faster than the eye can follow.0
Default Settings › Focus › Focus Dead ZoneHow far the focus distance can drift, in cm, before the lens bothers to follow. Stops it chasing every small step.30
Default Settings › Focus › Override ApertureAlso sets the aperture, to change how shallow the focus is from shot to shot. Off by default because it changes brightness too: turn it on only if you'll manage exposure yourself. Focus works fully without it.off
Default Settings › Focus › ApertureLower is shallower and more cinematic. 22 is effectively everything in focus. From 0.5 to 32.2.8
Default Settings › Focus › Exposure Reference F-StopThe f-number your scene is already lit and exposed for. The aperture eases from here, so it starts where the scene already is. From 0.5 to 32.2.8
Default Settings › Focus › Stop Down For BothBoth: also close the aperture until both subjects are sharp. Off focuses between them and leaves the aperture alone.off
Default Settings › Focus › Keep The ExposureRaises exposure to match as the aperture closes, so the picture doesn't darken. Only needed with manual exposure; auto exposure keeps the picture bright by itself. Needs Allow Rigs To Control Exposure in Blendable's project settings.off
Default Settings › Focus › Close No Further Than (f/)The furthest the aperture may close for Both, as an f-number. From 1 to 32.11
Default Settings › Bone Rotation InfluenceHow much the camera turns with the pivot bone's animation, usually the head, 0 to 1. 0 is a clean first-person camera only the player turns; 1 is a helmet cam that gets every turn, nod and impact. Where the player is aiming is never affected. From 0 to 1.0
Default Settings › Bone Rotation Axis ScaleHow much of that turning to use on each axis, as Pitch, Yaw, Roll. Roll and pitch sell a helmet cam; yaw tends to fight the player, so 0 yaw is a good start.X 1, Y 0, Z 1
Default Settings › Bone Rotation SmoothingSmooths that head movement, in seconds. 0 uses the raw bone, jitter and all.0.06 s
Default Settings › Bone StabilisationSteadies the camera against the head bobbing with each step, 0 to 1. 1 removes the bob completely while still following the character. From 0 to 1.0
Default Settings › Bone Stabilisation SmoothingSeconds over which the stabiliser averages. Longer is steadier and lags further behind a genuine change of height, like crouching. At least 0.01.0.25 s
Default Settings › Post Process › WeightHow strongly this look applies over the level's own, 0 to 1. For no look, set this to 0 rather than unticking its boxes, so the look fades during a blend instead of switching halfway. From 0 to 1.0
Default Settings › Post Process › MaterialsPost process materials laid over the image, such as a scope overlay, a damage vignette or night vision. A material only one rig has fades in and out with the blend rather than popping.empty
Default Settings › Post Process › Override VignetteTake charge of the vignette. Off, whatever the level sets is left alone.off
Default Settings › Post Process › Vignette IntensityHow dark the corners go, 0 to 1. Around 0.4 is a gentle framing; 1 is a heavy tunnel. From 0 to 1.0.4
Default Settings › Post Process › Override Film GrainTake charge of film grain.off
Default Settings › Post Process › Film Grain IntensityHow much grain sits over the image. Small numbers: 0.2 is already visible. From 0 to 1.0
Default Settings › Post Process › Override Chromatic AberrationColour separation towards the edges. A little reads as a lens; a lot reads as a headache.off
Default Settings › Post Process › Chromatic AberrationHow far the colour channels separate. Over about 2 it reads as a fault rather than a lens. From 0 to 5.0
Default Settings › Post Process › Chromatic Aberration StartHow far out from centre the separation starts, 0-1. Keeps the middle of frame clean. From 0 to 1.0
Default Settings › Post Process › Override BloomTake charge of bloom.off
Default Settings › Post Process › Bloom IntensityHow much bright things glow. The engine default is 0.675.0.675
Default Settings › Post Process › Override Motion BlurTake charge of motion blur.off
Default Settings › Post Process › Motion Blur AmountHow much movement smears. A common accessibility complaint, so consider leaving it to the player. From 0 to 1.0.5
Default Settings › Post Process › Override Color GradingTake charge of the colour grade below.off
Default Settings › Post Process › Color SaturationSaturation: X, Y and Z for red, green and blue, W for all of them. 1 is untouched; below 1 drains the colour.X 1, Y 1, Z 1, W 1
Default Settings › Post Process › Color ContrastContrast: X, Y and Z for red, green and blue, W for all of them. 1 is untouched; above 1 deepens the shadows.X 1, Y 1, Z 1, W 1
Default Settings › Post Process › Override ExposureTake charge of exposure compensation, to brighten or darken the shot. Keep it small: pushed far, the whole image can visibly step instead of just getting brighter. Needs Allow Rigs To Control Exposure, in Project Settings > Plugins > Blendable Camera.off
Default Settings › Post Process › Exposure CompensationHow many stops brighter or darker the image sits. Negative is darker. From -8 to 8.0
Default Settings › Post Process › Override Exposure SpeedTake charge of how quickly the eye adjusts as the shot gets brighter or darker. Needs Allow Rigs To Control Exposure, in Project Settings > Plugins > Blendable Camera.off
Default Settings › Post Process › Exposure Speed UpStops per second while the shot is getting brighter. The engine's own default is 3. At least 0.02.3
Default Settings › Post Process › Exposure Speed DownStops per second while it is getting darker. The engine's own default is 1. At least 0.02.1
Default Settings › Post Process › Override Exposure RangeTake charge of how far the eye can adjust, with a darkest and a brightest limit. Needs Allow Rigs To Control Exposure, in Project Settings > Plugins > Blendable Camera.off
Default Settings › Post Process › Exposure Min BrightnessThe darkest the shot will adapt to. Raise it to keep a dark room dark. With UE5's default settings, roughly: 15 is direct sun, 10 an overcast day, 5 a bright interior, 0 a dim one, -2 moonlight.-10
Default Settings › Post Process › Exposure Max BrightnessThe brightest the shot will adapt to. Lower it to stop a bright exterior washing out.20
Default Settings › Handheld Ambient ScaleScales the constant handheld motion for this shot: bob, sway and lean. 0 holds still; above 1 adds more, say for a sprint.1
Default Settings › Handheld Transient ScaleScales one-off shakes for this shot: impacts, shakes and rumbles. Separate from the handheld so a cutscene can calm the camera and still let its scripted hits land.1
Camera StatesThe states the camera can be in, and the rig each one uses by default. Aim (priority 10) and Ragdoll (20) come built in. Add a row for a new state, like Slide or Swim, and you can switch it from Blueprint and override it per view mode straight away.empty
View ModesThe ways the player can view the game, like third person, first person or a shoulder cam. Each can have its own rigs for states like Aim and Ragdoll, so going down in first person stays in first person. Leave a state out and the camera's own rig for it is used.empty
Default View ModeThe view mode the camera starts in. Leave blank to use Default Rig.none

Each entry in Default Settings › Composition › More Shifts, one thing that moves the character around the screen while you play. Read it as a sentence: as DRIVEN BY goes from STARTS AT to FULL AT, move the character by MOVE BY, taking TAKES seconds to get there. Look down past 15 degrees and, by 60 degrees, the character has risen 15 percent of the screen height. Every shift is that same sentence whatever it watches, and they add up.

Each entryWhat it doesStarts at
Driven ByWhat this shift reads. Hidden on the four fixed shifts, which each own one driver. Choices: Control Pitch Up, Control Pitch Down, Yaw Rate, Yaw from Movement, Speed, Crouch, Aim, Ceiling Room, Falling, Slope, Lock-On Distance, Framing Subject, Gap Room, Gameplay.Gameplay
Gameplay NameThe name gameplay feeds this number in under, with Set Gameplay Driver.none
Starts AtNothing happens until the driver reaches this, in the driver's own units: degrees for pitch, cm/s for speed, 0 or 1 for crouch. A pitch shift starting at 15 ignores the first fifteen degrees of looking down; a speed shift starting at 300 ignores a walk.0
Full AtWhere the driver has to get to for the character to have moved the whole Move By amount. Between Starts At and here the movement ramps in proportionally, or along the Response Curve if there is one. Past it nothing more happens.1
Response CurveOptional shape for the ramp: time 0 is Starts At, time 1 is Full At, and the value is how much of Move By applies. Leave it empty for a straight line; an ease-in curve keeps the framing still early on and does most of its moving late.no curve
Move By (%)How far the character moves at Full At, in percent of the screen. X is across and Y is down, so Y of -15 raises them by fifteen percent and X of 10 moves them right by ten. A signed driver, like yaw rate, moves them the other way when it goes negative. For Speed, X is along their direction of travel on screen: negative holds them back and leaves room ahead, a lead; positive pushes them ahead, so the camera trails them.X 0, Y 10
Slide Or TurnWhether the camera slides to reframe or turns on the spot. Turning looks like the operator glancing and doesn't move the camera; it's limited by the rig's Look At Offset Max Yaw and Pitch instead of Max Camera Move. Choices: Slide the camera, Turn the view.Slide the camera
Extra Free Drift (%)Widens the Free Drift while this shift is engaged, in percent of the screen, so the character can wander more before the camera reacts. Handy at a sprint, where you may want them moved forward and allowed to bob about more.X 0, Y 0
Takes (s)Roughly how long the movement takes to arrive, and to leave again, in seconds. 0 suits a smooth driver like pitch, where any easing feels like lag on the stick; a driver that flips, like crouch or aim, needs a time here or the framing jumps.0.25 s
Max Speed (%/s)A speed limit on how fast the character moves across the screen, in percent of the screen per second, 0 for none. Unlike Takes, the framing still goes where the driver says, just never faster than this. 40 crosses a little under half the screen in a second; above about 150 you won't notice it.0
Ease Direction ChangesEases the swing across the screen when the driver changes direction at full strength, like a character turning round, instead of flipping to the other side at once. Paced by Takes and Max Speed. A side-on lead wants this; a shift that should answer at once doesn't.off

Each entry in Default Settings › Feelers, one of the extra checks predictive collision casts around the camera, so it can ease off a wall before reaching it.

Each entryWhat it doesStarts at
Adjustment RotWhich way this check points, as an angle off the line straight back from the character to the camera. Zero is straight back.Pitch 0, Yaw 0, Roll 0
World WeightHow much a hit on world geometry counts. Angled feelers matter less than the direct one. From 0 to 1.1
Pawn WeightHow much a hit on a character counts, 0 to 1. Lower it so crowds and NPCs walking behind the player don't push the camera around; 1 treats a body like a wall. From 0 to 1.1
Probe RadiusHow fat this feeler is, in cm. Wider finds obstacles sooner and keeps the camera further off them.20

Each entry in Default Settings › Post Process › Materials, one post process material laid over the image, and how strongly.

Each entryWhat it doesStarts at
MaterialA post process material to lay over the image.none
WeightHow much of this material to apply, 0 to 1. From 0 to 1.1

Each entry in Camera States, something the camera can be doing, like aiming, ragdoll, sliding or swimming, and the rig it uses by default. Each view mode can swap in its own rig for it.

Each entryWhat it doesStarts at
NameThe name you pass to Set Camera State. Aim and Ragdoll come built in; add any others you need.none
RigThe rig for this state, unless the current view mode has its own.none
PriorityHigher wins when more than one thing wants the camera. Keep states above the idle camera and below cutscenes (100); Ragdoll (20) outranks Aim (10), so being knocked down beats aiming.10

Each entry in View Modes, one way of viewing the game, like third person, first person or a shoulder cam. Each can have its own rigs for states like Aim and Ragdoll, so going down in first person stays in first person.

Each entryWhat it doesStarts at
NameThe name you pass to Select View Mode. Must be unique.none
RigThe rig this view uses when nothing else is going on.none
State RigsThis view's own rig for each state, by name: Aim, Ragdoll, or any you add. Leave a state out to use the camera's own rig for it.empty
Blend TimeHow long switching to this view takes, in seconds. Below zero uses the rig's own Default Blend Time.-1
Preview in EditorEditor only: shows where this view's camera sits and what it can see, while you set it up.on

Other Shots#

Pad And Mouse#

The value on the line is Auto Detect Input Device: watches what the player is actually using, a pad or mouse and keyboard. Switches between Gamepad Rig and Keyboard Mouse Rig when they're set, since a stick usually wants more help from the camera than a mouse does, and keeps Is Using Gamepad and On Input Device Changed up to date either way, for prompts and UI to follow. Starts at off.

SettingWhat it doesStarts at
Gamepad RigAn optional rig to switch to when the player is on a pad, for a looser shot than mouse aiming wants.none
Keyboard Mouse RigThe rig to switch to on mouse and keyboard. Leave both empty to use the same shot for everyone.none

Under More:

SettingWhat it doesStarts at
Input Profile PriorityThe priority the gamepad and mouse rigs hold the camera at. Keep it below View Mode Priority; at or above it, the device rig wins over every view mode and preset change.2

Idle#

The value on the line is Idle Camera Enabled: drifts to a different shot when the player puts the controller down: the character has to be standing still and the camera untouched. Standing still while looking around doesn't count. Starts at off.

SettingWhat it doesStarts at
Idle Camera RigThe rig to switch to once idle, like an orbit, a wide shot or a low angle.none
Idle Camera DelayHow long the player has to be still and silent, in seconds, before the idle camera takes over.10 s
Idle Camera Blend TimeHow long the drift to the idle shot takes, in seconds. 0 cuts straight to it.3 s
Idle Camera Return TimeHow long the camera takes to come back once the player starts playing again, in seconds. Keep it short, or the camera lags behind them as they set off.0.4 s
Not While Locked OnHolds the idle clock at zero while a lock frames a target, and starts it again from zero once the lock lets go, broken, lost or released: standing still while locked on is never idle. Off, a lock counts like any other stillness.on

Under More:

SettingWhat it doesStarts at
Idle Camera PriorityThe priority the idle shot holds the camera at. It must be above View Mode Priority or it never shows, and below aim, ragdoll and cutscenes so any of them interrupts it.7

The World#

Points Of Interest#

The value on the line is Obey Points Of Interest: let world points of interest steer aim, position and lens through this camera. Starts at on.

SettingWhat it doesStarts at
Steer RateHow quickly a point of interest or lock-on pulls the aim towards what it's looking at, when it's only partly in control. When a point of interest takes full control of the stick, the aim is locked regardless.5

Collision#

SettingWhat it doesStarts at
Probe ChannelThe collision channel the camera's checks use. Anything set to ignore this channel won't block the camera. Choices: WorldStatic, WorldDynamic, Pawn, Visibility, Camera, PhysicsBody, Vehicle, Destructible, Traversable, Mouse, Obstacle, Interaction.Camera
Characters Block The CameraLets other characters push the camera in and around, as walls do. Off, the camera passes through them: none of its checks count them, so the arm, the dodge round an obstacle, the shoulder, gap centring and a lock's choice of side all go by the level alone. A character is anything whose collision Object Type is Pawn, as a character's capsule and mesh are, so a ragdoll, a vehicle or a prop still blocks.off

Comfort#

Motion#

SettingWhat it doesStarts at
Handheld ScaleHow much of the constant camera motion to keep: bob, sway, lean and momentum. It's the motion most likely to cause discomfort. From 0 to 1.1
Shake ScaleHow much of every impact, shake and rumble the player wants. 0 removes them entirely, which some players need. From 0 to 1.1
Lens Effect ScaleHow much every camera effect may change the field of view, 0 to 1. At 0 it also stops a fast turn coasting on after the player lets go. From 0 to 1.1
Movement ScaleHow much every camera effect may shift the camera's position, 0 to 1. Tilt has its own setting, since some players are bothered by one and not the other. From 0 to 1.1
Tilt ScaleHow much every camera effect may tilt the camera, 0 to 1. From 0 to 1.1
Lock-On EffectsHow much of the lock-on's effects to play: the looks laid over the picture, the bars and the highlight. 0 turns them off. From 0 to 1.1
Keep Horizon LevelNever roll the camera. Every shake, lean and peek keeps its movement, pitch and yaw, and the horizon stays level. The single setting that helps the most people who get motion sick.off
Allow Auto MotionLets the camera move on its own. Off stops auto-follow, slope pan, the idle camera and auto-recentre.on

Under More:

SettingWhat it doesStarts at
Per GroupFiner control, one scale per mixer group: Handheld, Body, Posture, Rumble, Impacts, World, Cinematic, or one of your own. Applies on top of the slider that group follows. Groups not listed are left alone.empty

Framing Steps#

SettingWhat it doesStarts at
FOV StepsThe player's field of view setting, in steps either side of your tuned value, usually -5 to +5. Positive is wider. From -10 to 10.0
FOV Step DegreesHow many degrees each step of the player's field of view setting is worth.3
Distance StepsThe player's camera distance setting, in steps either side of your tuned distance. Positive sits further back. From -10 to 10.0
Distance Step CmHow many centimetres each step of the player's camera distance setting is worth.40

Centre Dot#

The value on the line: shows a fixed dot at the centre of the screen, which helps many players with motion sickness. Blendable doesn't draw it: your HUD reads it from Get Centre Dot Style or Get Centre Dot. Starts at off.

SettingWhat it doesStarts at
Centre Dot PixelsThe dot's diameter in pixels, for a dot drawn as a widget with Get Centre Dot Style. It stays the same size whatever the field of view. At least 1.6
Centre Dot SizeThe dot's radius in world units, for a dot drawn in the world with Get Centre Dot. At least 0.1.3
Centre Dot ColourThe colour of the centre dot, for players who use one to fight motion sickness.R 1, G 1, B 1, A 1
Centre Dot DistanceHow far in front of the camera the dot sits, in cm, for a dot drawn in the world. It stays at screen centre either way; this only changes how big it looks and what can hide it. At least 1.1000

Under More:

SettingWhat it doesStarts at
Centre Dot Fade TimeHow long the dot takes to fade in and out. A soft fade keeps it from catching the eye.0.15 s

Advanced#

Stability#

SettingWhat it doesStarts at
Shot Settle TimeSmooths small changes in where the camera sits around the character when no rig blend is running, in seconds. Keep it short: it's there to stop the camera jumping, not to add feel. Rig blends use their own timing instead. At least 0.001.0.05 s
Max Camera StepStops a frame hitch from jolting the camera: no single frame moves it by more than this much time, in seconds. 0.05 only kicks in below 20 fps. 0 turns it off.0.05 s
Carry Through TeleportsWhen the character teleports, moves the camera with them so the shot stays exactly the same, instead of flying across the level to catch up.on
Teleport Distance ThresholdHow far the character has to move in a single frame to count as a teleport, in cm. Keep it above anything they can really cover in a frame, or fast moves like a launch lose the camera lag that sells their speed.300

Priorities And Views#

SettingWhat it doesStarts at
Cinematic PriorityThe priority cutscenes take the camera at. Kept far above the rest so there's room for gameplay states in between without renumbering anything.100
View Mode PriorityThe priority view modes hold the camera at. Keep it above Input Profile Priority and below the idle camera, aim, ragdoll and cutscenes, so those can take over and then hand the shot back.5
View Hold ThresholdHow long the cycle-view button has to be held, in seconds, before it swaps shoulder instead of changing view. At least 0.05.0.25 s
First Person Arm ThresholdArm length at or below which a rig counts as first person.25 cm

About This Preset#

SettingWhat it doesStarts at
Display NameA readable name for this preset. It's only a label: nothing looks presets up by it.empty
DescriptionWhat this camera is for, in a sentence, so presets can be told apart without opening each one.empty

What a damper channel holds#

How one part of the camera smooths its movement, such as the pivot following the character.

SettingWhat it doesA new one starts at
ModelWhich kind of smoothing to use. The spring eases in and out; the exponential starts at full speed and only eases out. Choices: Exponential, Critically Damped.Critically Damped
Lead Moving TargetKeeps up with a moving character instead of trailing behind, so the camera sits where it should at any speed. Critically Damped only.on
Lead Smoothing TimeHow gradually the lead comes and goes as the character starts, stops or turns, in seconds, so sudden moves don't swing the camera out and back. 0 turns this off. Too high and the camera hangs back in turns and swings past coming out of them.0.25 s

What a shift holds#

One thing that moves the character around the screen while you play. Read it as a sentence: as DRIVEN BY goes from STARTS AT to FULL AT, move the character by MOVE BY, taking TAKES seconds to get there. Look down past 15 degrees and, by 60 degrees, the character has risen 15 percent of the screen height. Every shift is that same sentence whatever it watches, and they add up.

SettingWhat it doesA new one starts at
Driven ByWhat this shift reads. Hidden on the four fixed shifts, which each own one driver. Choices: Control Pitch Up, Control Pitch Down, Yaw Rate, Yaw from Movement, Speed, Crouch, Aim, Ceiling Room, Falling, Slope, Lock-On Distance, Framing Subject, Gap Room, Gameplay.Gameplay
Gameplay NameThe name gameplay feeds this number in under, with Set Gameplay Driver.none
Starts AtNothing happens until the driver reaches this, in the driver's own units: degrees for pitch, cm/s for speed, 0 or 1 for crouch. A pitch shift starting at 15 ignores the first fifteen degrees of looking down; a speed shift starting at 300 ignores a walk.0
Full AtWhere the driver has to get to for the character to have moved the whole Move By amount. Between Starts At and here the movement ramps in proportionally, or along the Response Curve if there is one. Past it nothing more happens.1
Response CurveOptional shape for the ramp: time 0 is Starts At, time 1 is Full At, and the value is how much of Move By applies. Leave it empty for a straight line; an ease-in curve keeps the framing still early on and does most of its moving late.no curve
Move By (%)How far the character moves at Full At, in percent of the screen. X is across and Y is down, so Y of -15 raises them by fifteen percent and X of 10 moves them right by ten. A signed driver, like yaw rate, moves them the other way when it goes negative. For Speed, X is along their direction of travel on screen: negative holds them back and leaves room ahead, a lead; positive pushes them ahead, so the camera trails them.X 0, Y 10
Slide Or TurnWhether the camera slides to reframe or turns on the spot. Turning looks like the operator glancing and doesn't move the camera; it's limited by the rig's Look At Offset Max Yaw and Pitch instead of Max Camera Move. Choices: Slide the camera, Turn the view.Slide the camera
Extra Free Drift (%)Widens the Free Drift while this shift is engaged, in percent of the screen, so the character can wander more before the camera reacts. Handy at a sprint, where you may want them moved forward and allowed to bob about more.X 0, Y 0
Takes (s)Roughly how long the movement takes to arrive, and to leave again, in seconds. 0 suits a smooth driver like pitch, where any easing feels like lag on the stick; a driver that flips, like crouch or aim, needs a time here or the framing jumps.0.25 s
Max Speed (%/s)A speed limit on how fast the character moves across the screen, in percent of the screen per second, 0 for none. Unlike Takes, the framing still goes where the driver says, just never faster than this. 40 crosses a little under half the screen in a second; above about 150 you won't notice it.0
Ease Direction ChangesEases the swing across the screen when the driver changes direction at full strength, like a character turning round, instead of flipping to the other side at once. Paced by Takes and Max Speed. A side-on lead wants this; a shift that should answer at once doesn't.off