Components
Every component Blendable adds to an actor: what each is for, its settings, and the events it fires.
The components you add to a pawn or an actor. Generated from Blendable 1.3.0 in Unreal Engine 5.8.1, so it lists exactly what that version has.
Blendable Point Of Interest#
Put this on anything in the level and it steers the camera when its trigger fires: turning it to look, moving it, changing the lens. It takes a share of the camera rather than taking it over, so several can overlap and blend. How it behaves comes from its preset.
Point Of Interest
| Setting | What it does | Starts at |
|---|---|---|
| Enabled | Off switch. A disabled point of interest blends out rather than vanishing. | on |
| Draw Debug | Draws this point of interest's reach and what it looks at, and in play how strongly it's acting. Handy for seeing which of several overlapping points of interest is moving the shot. | off |
Point Of Interest › Presets
| Setting | What it does | Starts at |
|---|---|---|
| Preset | The preset this point of interest starts with, and the one Set Active Preset goes back to when given None. | none |
| Alternate Presets | Other presets this point of interest can switch to by name with Set Active Preset, such as a tighter one when a fight starts. | empty |
| Fallback Settings | Used only when no preset asset is assigned at all, so a bare point of interest still works. The same settings as on point of interest settings. | as new |
| Preset Blend Time | How long switching presets takes, in seconds, when the switch doesn't give its own time. | 0.5 s |
Point Of Interest › Targets
| Setting | What it does | Starts at |
|---|---|---|
| Look At Actor | What this point of interest turns the camera to look at. Empty means its own actor. | none |
| Trigger Volume Actor | For the Volume trigger: the actor whose shape the player has to be in, so the trigger area can sit away from the point of interest. | none |
Its Blueprint nodes are on Blueprint nodes.
Blendable Cinematic Mode#
One switch for cinematics: swaps the player's controls for a cinematic set, can hand the camera a cinematic rig, then puts everything back when switched off.
| Setting | What it does | Starts at |
|---|---|---|
| Cinematic Context | The input mapping context used while cinematic mode is on. Map only what the player may still do, such as quick-time prompts, skip and pause. Leave it empty to lock them out completely. | none |
| Gameplay Contexts | The gameplay input mapping contexts to take away while cinematic mode is on. Any you leave off this list still works during the cinematic. | empty |
| Cinematic Context Priority | Priority the cinematic context is applied at. | 100 |
| Gameplay Context Priority | Priority the gameplay contexts are restored at. | 0 |
| Stop Movement on Enter | Also clears the pawn's movement input on entering, so it slows to a stop on its own. | on |
| Cinematic Rig | Optional camera rig to switch to while cinematic mode is on. | none |
Its Blueprint nodes are on Blueprint nodes.
| Event | When it fires | Hands over |
|---|---|---|
| On Cinematic Mode Changed | Fires when cinematic mode turns on or off, for hiding UI or ducking audio. | Active (on or off) |
Blendable Follow Camera#
Blendable's third-person camera, doing the job of a spring arm and a camera in one. Rig assets set its shape, and it blends smoothly whenever the shot changes.
Its Config holds the same settings as a camera preset, listed on Camera preset settings; a Preset set here replaces them all.
Its Blueprint nodes are on Blueprint nodes.
| Event | When it fires | Hands over |
|---|---|---|
| On Preset Changed | Fires whenever the preset in force changes, so UI can name the shot the player is in. | New Preset (Blendable Camera Preset); Old Preset (Blendable Camera Preset) |
| On Input Device Changed | Fires when the player switches between a gamepad and mouse and keyboard, and once when the camera first finds out, for prompts and UI to follow. Its value, which reads Strafe, is true for a gamepad. Needs Auto Detect Input Device on. | Strafe (on or off) |
| On Orientation Request Changed | Fires when the way the camera wants the character to face changes, so your movement code can switch rotation mode once rather than every frame. | Request (choice) |
| On Strafe Request Changed | Fires when the camera starts or stops wanting the character to strafe, for wiring that only cares about strafing. | Strafe (on or off) |
| Setting | What it does | Starts at |
|---|---|---|
| Preset | The camera preset to use. When set, it replaces every setting below. Leave it empty to use the project's Fallback Preset, or these settings if there isn't one. | none |
| Log Rig Changes | Logs every rig change and the claims held at the time, for tracking down a lost claim. | off |
| Draw View Mode Previews | Shows where each view mode's camera sits, and what it can see, in the editor viewport. Only view modes with Preview In Editor on are drawn. | on |
| Draw Focus Debug | Draw the focal plane, the distance and what the lens is tracking. | off |
| Draw Follow Debug | Shows the numbers behind the camera's automatic follow above the character, such as the slope it measured and the pitch it wants, and logs the arm and position every frame. Use it when the camera isn't following the way you expect. | off |
| Draw Feeler Previews | Draws the Default Rig's collision probes in the editor viewport, without playing: the arm's feelers, the auto shoulder whiskers and the gap centring probes. Use it to check they clear your doorways. | off |
| Draw Feeler Debug | Draws the same probes while playing, red where they hit something, with the numbers the auto shoulder and gap centring are deciding on. | off |
| Draw Camera Stack | Shows on screen what's in charge of the camera: every preset and rig request with the winner marked, any blend under way and Sequencer's weights, plus where the composition is placing the subject. Use it when you change something and the camera doesn't follow. | off |
Blendable Lock On#
Locks the camera onto an enemy and frames the pair of you. How the lock looks comes from a Blendable Lock-On Preset, and without one from the settings under Without A Preset.
Lock On › Without A Preset
| Setting | What it does | Starts at |
|---|---|---|
| Lock-On Preset | The Point Of Interest preset that turns the camera to the target when no Lock-On Preset applies: how hard it pulls, how firmly it holds against the player, and which way the character faces. | none |
| Lock-On Rig | An optional camera rig to use while locked when no Lock-On Preset applies, for a wider or tighter shot. | none |
| Lock-On Rig Priority | How strongly the lock's rig wins against anything else asking the camera for a rig. Higher wins. 15 sits above aiming (10) and below a ragdoll (20). | 15 |
| Framing Blend Time | How long the shot takes to ease into framing you both when the lock takes hold, and back out when it lets go. | 0.4 s |
| Two Subject Framing › Slide Towards Them | How far the camera's focus slides from you towards the point halfway between you, 0 to 1. Keep it low so you stay the subject. On a camera that holds its own angle it goes all the way, since the view can't turn to take you both in. From 0 to 1. | 0.3 |
| Two Subject Framing › Pull Back To Fit You Both | Pulls the camera back far enough to keep you both in shot. Without it a far-off target is a speck and a close one fills the screen. | on |
| Two Subject Framing › Room Around You | Room around the two of you, cm, so nobody sits right on the edge of the frame. | 140 cm |
| Two Subject Framing › Pull Back Up To (x) | The furthest the camera may pull back to fit you both, as a multiple of its arm. At least 1. | 2.5 |
| Who Turns The Camera | Who turns the camera when no Lock-On Preset applies. On a soft lock the camera is yours and the aim doesn't pull. Choices: The Lock, You (Soft Lock), You, On Automatic Locks. | You, On Automatic Locks |
Lock On
| Setting | What it does | Starts at |
|---|---|---|
| Max Lock Distance | Furthest a target can be and still be locked, in cm. A Blendable Lock-On Target can set its own. | 2500 |
| Max Lock Angle | How far from the middle of the screen a target can be and still be picked, in degrees. From 1 to 180. | 60 |
| Aim Bias | How the lock picks a target: 1 takes whatever is nearest the middle of the screen, 0 whatever is nearest the player, and in between mixes the two. From 0 to 1. | 0.8 |
| Target Object Types | Which collision object types count as targets. Pawn by default. Choices: WorldStatic, WorldDynamic, Pawn, PhysicsBody, Vehicle, Destructible, Obstacle. | 1 entry |
| Require Line Of Sight | Only lock things you can actually see. | on |
| Break Distance Slack | How far past Max Lock Distance a locked target can get before the lock lets go, in cm. Stops a target near the limit flickering the lock on and off. | 600 |
| Lose Sight Grace | Drop the lock if sight of the target is lost for this long. 0 never drops on sight. | 1.5 s |
Lock On › Auto
| Setting | What it does | Starts at |
|---|---|---|
| Switch To Nearer By | While auto lock holds, the lock moves to whoever is nearest you once they're this much closer than the one locked, cm. Below zero keeps the first one until it dies or leaves the fight. At least -1. | 150 cm |
Lock On › Presets
| Setting | What it does | Starts at |
|---|---|---|
| Base Preset | The Lock-On Preset that frames the lock when nothing else asks for one. Empty uses the settings under Without A Preset. Change it in play with Set Base Preset. | none |
| Auto | Lets the Base Preset and its bands frame a lock. Turn it off when every shot is placed by hand: then only a node, the target or a volume picks the preset, and the settings under Without A Preset cover the rest. | on |
Lock On › Presets › Priorities
| Setting | What it does | Starts at |
|---|---|---|
| Blueprint Node | Priority for a preset pushed from a Blueprint node that doesn't give its own. Higher wins. Highest by default, so a shot gameplay asks for (a parry, a finisher) beats the target, the room and the Base Preset. | 40 |
| Target | Priority for a preset the locked target carries, unless the target sets its own. Below a node and above a volume by default, so a boss's framing beats the room it's in. | 30 |
| Volume | Priority for a preset from a Lock-On Volume you're standing in, unless the volume sets its own. Above the Base Preset by default. | 20 |
| Base Preset | Priority for the Base Preset and its bands. Lowest by default, so anything that asks for a different shot gets it. | 10 |
Lock On › Presets › Bands
| Setting | What it does | Starts at |
|---|---|---|
| Switch By Band | Swaps the Base Preset as the fight changes: one preset up close, another at range, another for a giant. The first band in the list that applies wins, and with none applying it's the Base Preset. | off |
| Bands | Each band names a preset and the stretch of the fight it frames: a distance, a height, the target's size or how many enemies are near. The first that applies wins. | empty |
| Band Crowd Radius | For bands watching Enemies Near: how close to the locked target another one has to be to count. | 1000 cm |
Each entry in Bands, stands in for the Base Preset during one stretch of the fight: one up close, another at range, another for a giant. Reads as: while the distance is between 0 and 500, frame the lock with this preset.
| Each entry | What it does | Starts at |
|---|---|---|
| Preset | The preset that frames the lock while this band holds. | none |
| While | What the band watches. Choices: Distance, Height Difference, Target Size, Enemies Near. | Distance |
| Is Between | Where the band starts, in the units of what it watches: cm for distance, height and size, a count for enemies near. | 0 |
| And | Where the band ends. Between the two, this band frames the lock. | 500 |
| Let Go Beyond | How far past either end the value has to go before the band lets go, in the same units as While. Stops a target near the edge of a band flicking the framing back and forth. | 50 |
Lock On › Integration
| Setting | What it does | Starts at |
|---|---|---|
| Drive Game Targeted Actor | Also puts the locked target in an actor variable on your pawn, named below, and clears it when the lock ends. In the Game Animation Sample that's what puts the character in its aim or strafe stance. | on |
| Targeted Actor Property | Name of the actor variable on your pawn that gets the locked target. Nothing happens if there's no variable by that name. | TargetedActor |
Lock On › Markers
| Setting | What it does | Starts at |
|---|---|---|
| Markers Without A Preset | The markers over the targets when no Lock-On Preset applies: on the locked target, the target a lock would take, the other targets, or the next one either side. All off by default; a preset brings its own. The same settings as on lock-on preset settings. | as new |
Its Blueprint nodes are on Blueprint nodes.
| Event | When it fires | Hands over |
|---|---|---|
| On Lock Acquired | Target (Actor) | |
| On Lock Released | Target (Actor) | |
| On Lock Ended | Fires when a lock ends, saying how: let go, broken by distance or sight, or the target lost. The target is empty when it was destroyed. On Lock Released fires as well. | Target (Actor); How (choice) |
| On Lock Switched | Fires when the lock moves from one target to another, by a flick, a node or auto lock. On Lock Acquired fires as well. | Target (Actor); Previous (Actor) |
Blendable Lock-On Target#
Put this on anything worth locking onto, to say how the lock treats it: its own framing preset, extra lock points, its size, whether and from how far it can be locked, how strongly it's preferred, whether it's in the fight, and how its marker looks. Optional: a target without one locks as normal.
Lock-On Target › Framing
| Setting | What it does | Starts at |
|---|---|---|
| Preset | The Lock-On Preset that frames a lock onto this actor. Empty leaves the lock as it was. | none |
| Priority | How strongly its preset holds the lock's framing while it's the locked target. Higher wins. -1 uses the player's Target Priority (30 by default: above a volume at 20 and the Base Preset at 10, below a Blueprint node at 40). Set it above 40 for a boss whose framing nothing may override. At least -1. | -1 |
| Lock Points | The points the lock can aim at, in order: a head, a weak spot, a second head. The lock starts on the first and Cycle Lock Point moves along them. Empty aims at the target as a whole. | empty |
| Height | How tall it is for framing, cm. 0 measures its colliding bounds. Giant framing and group framing read it. | 0 cm |
| Width | How wide it is for framing, cm. 0 measures its colliding bounds. | 0 cm |
Each entry in Lock Points, a point on a target the lock can aim at.
| Each entry | What it does | Starts at |
|---|---|---|
| Socket | A socket or bone on the target's mesh. None is the target's own origin. | none |
| Offset | Nudges the point, in the socket's own space, or the target's when there's no socket. | X 0, Y 0, Z 0 |
Lock-On Target › Effects
| Setting | What it does | Starts at |
|---|---|---|
| Effects From | A Lock-On Preset whose effects and hooks play when this target is locked, in place of the ones framing the lock: a boss's entrance, a sound only this enemy makes. Only its effects and hooks are used. | none |
Lock-On Target › Locking
| Setting | What it does | Starts at |
|---|---|---|
| Lockable | Whether the player can lock onto it at all. Switch it off when it dies or hides, and a lock held on it lets go. | on |
| Lock Distance | How far away it can be locked from, cm. Below zero uses the lock-on's own Max Lock Distance. A boss across an arena can reach further than the grunts around it; a crate worth hitting can reach less. At least -1. | -1 cm |
| Acquire Weight | How strongly the lock prefers it when choosing, as a multiple. 2 counts it double, so it wins the close calls; 0.5 counts it half, so it's picked only when it's clearly the better choice. | 1 |
| Engaged | In the fight, as gameplay sees it. Group framing set to count only engaged enemies counts this one. | off |
Lock-On Target › Marker
| Setting | What it does | Starts at |
|---|---|---|
| Marker › Show A Marker | Lets this target have a marker at all. Off, it never gets one, whatever the preset says. | on |
| Marker › Image | A picture to show as this target's marker: a texture, or a material made for UI. Empty uses the preset's. | none |
| Marker › Widget | A widget of its own to show as this target's marker, made from Blendable Lock-On Marker. Empty uses the preset's. | none |
| Marker › Socket | A socket or bone on its mesh to show the marker at, whatever the preset's Place At says. None leaves it to the preset: the lock point, over the head, the middle of the body or the feet. | none |
| Marker › Offset | Nudges the marker from there, in the socket's own space, or the target's when there's no socket. | X 0, Y 0, Z 0 |
| Marker › Size | How big this target's marker is: pixels on screen, centimetres in the world. 0 uses the preset's. | X 0, Y 0 |
Its Blueprint nodes are on Blueprint nodes.
Blendable Shake#
Every camera motion that isn't the shot itself: head bob, sway, handheld wobble, landings, hits and rumbles. Plays shake assets and keeps them in proportion. Works with any camera, with nothing to switch on.
Shakes
| Setting | What it does | Starts at |
|---|---|---|
| Body | The body's own motion, always running: head bob, sway, lean, landings, the lens widening with speed. Usually one shake; several simply add up. | empty |
| Handheld (When The Rig Has None) | The handheld wobble to use when the camera's Rig has no Handheld of its own. With any camera other than a Blendable Follow Camera, it's used all the time. | none |
| Event Shakes | Shakes to play whenever an event happens, for reusing shake assets you already have. | empty |
Each entry in Event Shakes, a shake to play every time an event happens, for reusing a shake asset you already have.
| Each entry | What it does | Starts at |
|---|---|---|
| When | Which event. Choices: Any footstep, Left footstep, Right footstep, Landing, Jump, Crouching, Standing up, Burst, Jolt (fighting momentum), Whip pan, FOV punch, Rumble, Named event. | Landing |
| Event Name | For a named event: its name. | none |
| Shake | The shake to play. | none |
| Scale | How strongly, times the event's own strength. | 1 |
| Ignore Below | Events below this strength play nothing. From 0 to 1. | 0 |
Strength
| Setting | What it does | Starts at |
|---|---|---|
| Overall Strength | Scales everything this component does to the camera, peeking included. 0 turns it all off, apart from the Crouch Correction. From 0 to 2. | 1 |
| Movement Strength | Scales everything that moves the camera, leaving tilt and lens alone. From 0 to 2. | 1 |
| Tilt Strength | Scales everything that tips the camera, leaving movement and lens alone. From 0 to 2. | 1 |
| Lens Strength | Scales everything that widens or narrows the lens. From 0 to 2. | 1 |
Mixer
| Setting | What it does | Starts at |
|---|---|---|
| Mixer › Groups | Every group. Starts with the seven standard ones: Handheld, Body, Posture, Rumble, Impacts, World and Cinematic. | Handheld, Body, Posture, Rumble, Impacts, World, Cinematic |
| Mixer › Most Movement (cm) | The most everything together may move the camera, in cm. A safety net for pile-ups, not a way to tune the feel. At least 0.1. | 40 |
| Mixer › Most Tilt (deg) | The most everything together may tilt the camera, per axis, in degrees. At least 0.1. | 25 |
| Mixer › Most Lens (deg) | The most everything together may change the lens, in degrees. At least 0.1. | 30 |
Each entry in Mixer › Groups, a mixer group: a family of layers sharing a volume, limits, a player slider and rules for quietening others.
| Each entry | What it does | Starts at |
|---|---|---|
| Name | The group's name. Layers and shakes play into a group by naming it. | none |
| Volume | Overall level of everything in the group. | 1 |
| Player Slider | Which of the player's comfort sliders turns this group down. Choices: Handheld slider, Shake slider, Neither. | Shake slider |
| Keep Character Framed (%) | Keep Character Framed for layers that do not set their own, in percent. From 0 to 100. | 0 |
| Movement Squeezed Above (cm) | Movement stays exactly as authored below this, in cm, then is squeezed smoothly. | 8 |
| Movement Limit (cm) | The most movement the group can ever add, in cm. Reached gently, never passed. At least 0.1. | 16 |
| Tilt Squeezed Above (deg) | Tilt stays exactly as authored below this, in degrees. | 6 |
| Tilt Limit (deg) | The most tilt the group can ever add, in degrees. At least 0.1. | 13 |
| Lens Squeezed Above (deg) | Lens stays as authored below this, in degrees. | 10 |
| Lens Limit (deg) | The most the group can widen or narrow the lens, in degrees. At least 0.1. | 20 |
| Ducks | Groups this one quietens while it plays. | empty |
| Lower Priorities Held Down By | While a higher-priority shake in this group plays, how much the lower ones are turned down, 0 to 1. An earthquake flattening the footstep rumble. 0 lets them all add up. From 0 to 1. | 0 |
| Held Down At | How quickly the lower priorities are held down once a higher one starts. Higher is faster. At least 0.1. | 12 |
| Let Back Up At | How quickly they come back once it's over. Higher is faster; keep it low so they return unnoticed. At least 0.1. | 3 |
Each entry in Mixer › Groups › Ducks, one group quietening another while it plays.
| Each entry | What it does | Starts at |
|---|---|---|
| Quietens | The group to quieten. | none |
| By | How far down, 0 to 1. 0.6 leaves 40% of it. From 0 to 1. | 0.6 |
| Full At Movement (cm) | How much this group has to move the camera, in cm, before the quietening is at full. At least 0.1. | 6 |
| Full At Tilt (deg) | How much this group has to tilt the camera, in degrees, before the quietening is at full. Tilt alone can get it there. At least 0.1. | 2.5 |
| Arrives At | How quickly the quietening comes in. Higher is faster; keep it high so it's in place as the hit peaks. At least 0.1. | 45 |
| Lets Go At | How quickly it lets go. Higher is faster; keep it low so the quietened group comes back smoothly. At least 0.1. | 5 |
Events
| Setting | What it does | Starts at |
|---|---|---|
| Events › Landings | Fire Landing when the character touches down. | on |
| Events › Landing Counts From (cm/s) | Landings slower than this are ignored, cm/s downwards. | 150 |
| Events › Landing Full At (cm/s) | Downward speed of a full-strength landing, cm/s. Keep it near your jump speed so an ordinary jump reads. At least 1. | 800 |
| Events › Landing Strength Curve | Optional shape from the slowest landing to the hardest, over 0 to 1. Empty is a straight line. | no curve |
| Events › Jumps | Fire Jump when the character leaves the ground moving upwards. | on |
| Events › Jump Counts From (cm/s) | Upward speed that counts as a jump rather than walking off a ledge, cm/s. | 100 |
| Events › Wind-Up (s) | How long an automatic jump winds up before its Jump event fires, in seconds, so layers driven by Jump Charge have a moment to show. 0 fires on takeoff. From 0 to 0.5. | 0.07 |
| Events › Footsteps | Fire footstep events from the stride. | on |
| Events › Crouch And Stand | Fire Crouching and Standing Up when the character's capsule changes height. | on |
| Events › Jolts | Fire Jolt when the character fights their own momentum hard. | on |
| Events › Jolt Counts From (G) | How hard they must fight it before it counts, in G (980 cm/s²). At least 0.1. | 1.8 |
| Events › Jolt Full At (G) | How hard for a full-strength jolt, in G. At least 0.1. | 5 |
| Events › Jolt Cooldown (s) | The least time between two jolts, so wrestling the controls does not machine-gun the camera. | 0.4 |
| Events › Whip Pans | Fire Whip when the camera's turning changes suddenly. | on |
| Events › Whip Counts From (deg/s²) | Turn acceleration that counts as a whip, deg/s². At least 1. | 2500 |
| Events › Whip Full At (deg/s²) | Turn acceleration of a full-strength whip, deg/s². At least 1. | 9000 |
| Events › Whip Cooldown (s) | The least time between two whips. | 0.35 |
Stride
| Setting | What it does | Starts at |
|---|---|---|
| Stride › Footsteps From Anim Notifies | Take footfalls from Blendable Footstep anim notifies instead of working them out from speed. | off |
| Stride › Run Speed (cm/s) | The speed that counts as a flat-out run, cm/s. Match your top ground speed. At least 1. | 550 |
| Stride › Steps Start At (cm/s) | Below this speed there are no footfalls, cm/s. | 25 |
| Stride › Walk (steps/min) | Footsteps per minute at a slow walk. Real walking is roughly 100 to 120. At least 1. | 112 |
| Stride › Run (steps/min) | Footsteps per minute at the run speed. Sprinting is roughly 170 to 190. At least 1. | 225 |
| Stride › Burst (steps/min) | Footsteps per minute at Burst Speed, for anything faster than a run. At least 1. | 280 |
| Stride › Burst Speed (x run) | Speed, as a multiple of the run speed, where Burst is reached. At least 1.01. | 1.45 |
| Stride › Crouched (steps/min) | Footsteps per minute while crouched. A crouched gait is its own rhythm, not a slower walk. At least 1. | 62 |
| Stride › Left Foot Phase | Where in the stride the left foot lands, 0 to 1. From 0 to 1. | 0.25 |
| Stride › Right Foot Phase | Where the right foot lands. Half a stride after the left, normally. From 0 to 1. | 0.75 |
Effort
| Setting | What it does | Starts at |
|---|---|---|
| Effort › On | Off, Effort stays at zero. | on |
| Effort › Speed From (cm/s) | Character speed that starts to count as exertion, cm/s. | 350 |
| Effort › Speed Full At (cm/s) | Speed that counts as full exertion, cm/s. | 700 |
| Effort › Speed Counts For | How much speed counts, 0 to 1. From 0 to 1. | 1 |
| Effort › Acceleration Full At (cm/s²) | Acceleration that counts as full exertion, cm/s². Hard starts and stops. At least 1. | 3000 |
| Effort › Acceleration Counts For | How much acceleration counts, 0 to 1. From 0 to 1. | 0.35 |
| Effort › A Hard Landing Adds | How much a full-strength landing adds at once, 0 to 1. From 0 to 1. | 0.25 |
| Effort › Gameplay Value | A gameplay value, 0 to 1, that also counts: stamina drain, panic. None ignores it. | none |
| Effort › Builds Over (s) | Seconds of full exertion to reach full effort. At least 0.01. | 4 |
| Effort › Lingers For (s) | Seconds it holds after the exertion stops, before recovering. | 1 |
| Effort › Recovers Over (s) | Seconds to recover from full effort to none. At least 0.01. | 5 |
| Effort › Max | The most it can reach. | 1 |
Camera Motion
| Setting | What it does | Starts at |
|---|---|---|
| Camera Motion › Full Speed (cm/s) | Camera travel that counts as a full-intensity move, cm/s. At least 1. | 450 |
| Camera Motion › Full Turn (deg/s) | Turning that counts as a full-intensity pan, deg/s. At least 1. | 120 |
| Camera Motion › When Still | The multiplier when the camera is perfectly still. The operator still breathes. | 0.4 |
| Camera Motion › Travel Curve | How travel builds up with speed. 1 is a straight line; above 1, slower moves count for less while Full Speed counts the same, so a walk can be calmed right down without touching a sprint. At least 0.1. | 1 |
| Camera Motion › Travel Counts For | How much travel counts at all, after the curve. Lower it if raising Travel Curve pushed the top end too high. | 1 |
| Camera Motion › Most | The most the multiplier can reach, so a teleport or a whip pan cannot spike the operator. At least 0.1. | 2.6 |
Locomotion
| Setting | What it does | Starts at |
|---|---|---|
| Walk From (cm/s) | Ground speed at which the Walk locomotion state starts, cm/s. | 20 |
| Sprint From (cm/s) | Ground speed at which the Sprint locomotion state starts, cm/s. | 460 |
| States Of Your Own | Your own locomotion states that a movement component can report, such as Slide or WallRun. A reported state is only used if it's on this list; otherwise the usual state applies. Leave empty to accept any. | empty |
Peek
| Setting | What it does | Starts at |
|---|---|---|
| Peek › Enabled | OFF: peek input does nothing to the camera. | on |
| Peek › Roll Degrees | How far the camera tilts, in degrees, at a full peek. The tilt sells the lean; the slide below does the seeing. | 11 |
| Peek › Lateral Offset | How far the camera slides sideways at a full peek, in cm. This is what lets you see round the corner. The mixer's limits never shrink it, so turn it up freely. | 45 |
| Peek › Vertical Drop | How far the camera drops, in cm, at a full peek. A small duck, so it reads as leaning rather than sliding. | 3 |
| Peek › Collision Aware | Check for walls before sliding, and stop short of them. Off, a peek into a wall puts the camera inside it. | on |
| Peek › Probe Radius | How fat the wall check is, in cm. Bigger keeps the camera further off the surface it is peeking past. At least 1. | 10 |
| Peek › Spring › Stiffness | How 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. | 180 |
| Peek › Spring › Damping | How 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. | 24 |
| Peek › Spring › Max Speed | The 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 |
Crouch
| Setting | What it does | Starts at |
|---|---|---|
| Crouch Correction › On | Off, the camera drops with the capsule in one frame. | on |
| Crouch Correction › Settles In (s) | Seconds to settle at the new height. At least 0.05. | 0.47 |
| Crouch Correction › Overshoot (%) | How far it swings past the new height before settling, in percent. From 0 to 80. | 9.5 |
| Crouch Correction › Extra Push | An extra push in the direction the camera is moving, as a fraction of the height change. Keep it small; a large push reads as a snap. From 0 to 0.3. | 0.05 |
| Crouch Correction › Most Correction (cm) | The most it will ever correct by, in cm. A safety net rather than something to tune. | 150 |
Comfort
| Setting | What it does | Starts at |
|---|---|---|
| Comfort (Without A Follow Camera) › Handheld Scale | How 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 |
| Comfort (Without A Follow Camera) › Shake Scale | How much of every impact, shake and rumble the player wants. 0 removes them entirely, which some players need. From 0 to 1. | 1 |
| Comfort (Without A Follow Camera) › Lens Effect Scale | How 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 |
| Comfort (Without A Follow Camera) › Movement Scale | How 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 |
| Comfort (Without A Follow Camera) › Tilt Scale | How much every camera effect may tilt the camera, 0 to 1. From 0 to 1. | 1 |
| Comfort (Without A Follow Camera) › Keep Horizon Level | Never 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 |
| Comfort (Without A Follow Camera) › Per Group | Finer 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 |
| Comfort (Without A Follow Camera) › Lock-On Effects | How 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 |
| Comfort (Without A Follow Camera) › Allow Auto Motion | Lets the camera move on its own. Off stops auto-follow, slope pan, the idle camera and auto-recentre. | on |
| Comfort (Without A Follow Camera) › FOV Steps | The 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 |
| Comfort (Without A Follow Camera) › FOV Step Degrees | How many degrees each step of the player's field of view setting is worth. | 3 |
| Comfort (Without A Follow Camera) › Distance Steps | The player's camera distance setting, in steps either side of your tuned distance. Positive sits further back. From -10 to 10. | 0 |
| Comfort (Without A Follow Camera) › Distance Step Cm | How many centimetres each step of the player's camera distance setting is worth. | 40 |
| Comfort (Without A Follow Camera) › Centre Dot | 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. | off |
| Comfort (Without A Follow Camera) › Centre Dot Size | The dot's radius in world units, for a dot drawn in the world with Get Centre Dot. At least 0.1. | 3 |
| Comfort (Without A Follow Camera) › Centre Dot Distance | How 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 |
| Comfort (Without A Follow Camera) › Centre Dot Colour | The colour of the centre dot, for players who use one to fight motion sickness. | R 1, G 1, B 1, A 1 |
| Comfort (Without A Follow Camera) › Centre Dot Pixels | The 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 |
| Comfort (Without A Follow Camera) › Centre Dot Fade Time | How long the dot takes to fade in and out. A soft fade keeps it from catching the eye. | 0.15 s |
Output
| Setting | What it does | Starts at |
|---|---|---|
| Only For The Local Player | Only run for a pawn a local player is looking through. Everything here feeds one player's view, so on anyone else it would be work nobody sees. | on |
| Shake Other Cameras Too | Shake the view when the player is looking through a camera other than this pawn's own, such as a cutscene camera. Off by default: a security camera should not bob with the player's footsteps. A Sequencer transition or Effects Scale section turns it on for as long as it plays. | off |
Advanced
| Setting | What it does | Starts at |
|---|---|---|
| Cut Distance Threshold | If the view jumps further than this in one frame, it's treated as a cut, so the jump doesn't count as camera movement. | 250 cm |
| Teleport Distance Threshold | If the character moves further than this in one frame, it's treated as a teleport, so the jump doesn't count as speed. | 250 cm |
| Acceleration Smoothing | Smooths the character's and the camera's acceleration before effects react to it. Lower is smoother, higher reacts sooner. At least 0.1. | 8 |
| Left Foot Bone | The left foot's bone, which places each left footstep and finds the surface under it. | foot_l |
| Right Foot Bone | The right foot's bone. Leave both empty to use the character's location instead. | foot_r |
Its Blueprint nodes are on Blueprint nodes.
| Event | When it fires | Hands over |
|---|---|---|
| On Footstep | Every footstep, from the stride or from anim notifies. Hang your own footstep audio off this. | Footstep (group) |
| On State Changed | The locomotion state changed: Idle, Walk, Sprint, Crouch, Air, or one of your own. | Old State (name); New State (name) |
| On Camera Event | Every camera event, built in or sent: for audio, rumble or UI that wants the same moments. | Event (choice); Event Name (name); Strength (number); Direction (X, Y and Z) |