Pighaus Games Docs

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

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

SettingWhat it doesStarts at
EnabledOff switch. A disabled point of interest blends out rather than vanishing.on
Draw DebugDraws 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

SettingWhat it doesStarts at
PresetThe preset this point of interest starts with, and the one Set Active Preset goes back to when given None.none
Alternate PresetsOther 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 SettingsUsed 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 TimeHow long switching presets takes, in seconds, when the switch doesn't give its own time.0.5 s

Point Of Interest › Targets

SettingWhat it doesStarts at
Look At ActorWhat this point of interest turns the camera to look at. Empty means its own actor.none
Trigger Volume ActorFor 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.

SettingWhat it doesStarts at
Cinematic ContextThe 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 ContextsThe 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 PriorityPriority the cinematic context is applied at.100
Gameplay Context PriorityPriority the gameplay contexts are restored at.0
Stop Movement on EnterAlso clears the pawn's movement input on entering, so it slows to a stop on its own.on
Cinematic RigOptional camera rig to switch to while cinematic mode is on.none

Its Blueprint nodes are on Blueprint nodes.

EventWhen it firesHands over
On Cinematic Mode ChangedFires 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.

EventWhen it firesHands over
On Preset ChangedFires 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 ChangedFires 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 ChangedFires 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 ChangedFires when the camera starts or stops wanting the character to strafe, for wiring that only cares about strafing.Strafe (on or off)
SettingWhat it doesStarts at
PresetThe 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 ChangesLogs every rig change and the claims held at the time, for tracking down a lost claim.off
Draw View Mode PreviewsShows 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 DebugDraw the focal plane, the distance and what the lens is tracking.off
Draw Follow DebugShows 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 PreviewsDraws 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 DebugDraws 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 StackShows 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

SettingWhat it doesStarts at
Lock-On PresetThe 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 RigAn optional camera rig to use while locked when no Lock-On Preset applies, for a wider or tighter shot.none
Lock-On Rig PriorityHow 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 TimeHow 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 ThemHow 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 BothPulls 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 YouRoom 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 CameraWho 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

SettingWhat it doesStarts at
Max Lock DistanceFurthest a target can be and still be locked, in cm. A Blendable Lock-On Target can set its own.2500
Max Lock AngleHow far from the middle of the screen a target can be and still be picked, in degrees. From 1 to 180.60
Aim BiasHow 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 TypesWhich collision object types count as targets. Pawn by default. Choices: WorldStatic, WorldDynamic, Pawn, PhysicsBody, Vehicle, Destructible, Obstacle.1 entry
Require Line Of SightOnly lock things you can actually see.on
Break Distance SlackHow 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 GraceDrop the lock if sight of the target is lost for this long. 0 never drops on sight.1.5 s

Lock On › Auto

SettingWhat it doesStarts at
Switch To Nearer ByWhile 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

SettingWhat it doesStarts at
Base PresetThe 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
AutoLets 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

SettingWhat it doesStarts at
Blueprint NodePriority 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
TargetPriority 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
VolumePriority 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 PresetPriority 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

SettingWhat it doesStarts at
Switch By BandSwaps 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
BandsEach 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 RadiusFor 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 entryWhat it doesStarts at
PresetThe preset that frames the lock while this band holds.none
WhileWhat the band watches. Choices: Distance, Height Difference, Target Size, Enemies Near.Distance
Is BetweenWhere the band starts, in the units of what it watches: cm for distance, height and size, a count for enemies near.0
AndWhere the band ends. Between the two, this band frames the lock.500
Let Go BeyondHow 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

SettingWhat it doesStarts at
Drive Game Targeted ActorAlso 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 PropertyName 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

SettingWhat it doesStarts at
Markers Without A PresetThe 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.

EventWhen it firesHands over
On Lock AcquiredTarget (Actor)
On Lock ReleasedTarget (Actor)
On Lock EndedFires 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 SwitchedFires 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

SettingWhat it doesStarts at
PresetThe Lock-On Preset that frames a lock onto this actor. Empty leaves the lock as it was.none
PriorityHow 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 PointsThe 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
HeightHow tall it is for framing, cm. 0 measures its colliding bounds. Giant framing and group framing read it.0 cm
WidthHow 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 entryWhat it doesStarts at
SocketA socket or bone on the target's mesh. None is the target's own origin.none
OffsetNudges 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

SettingWhat it doesStarts at
Effects FromA 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

SettingWhat it doesStarts at
LockableWhether 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 DistanceHow 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 WeightHow 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
EngagedIn the fight, as gameplay sees it. Group framing set to count only engaged enemies counts this one.off

Lock-On Target › Marker

SettingWhat it doesStarts at
Marker › Show A MarkerLets this target have a marker at all. Off, it never gets one, whatever the preset says.on
Marker › ImageA picture to show as this target's marker: a texture, or a material made for UI. Empty uses the preset's.none
Marker › WidgetA widget of its own to show as this target's marker, made from Blendable Lock-On Marker. Empty uses the preset's.none
Marker › SocketA 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 › OffsetNudges 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 › SizeHow 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

SettingWhat it doesStarts at
BodyThe 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 ShakesShakes 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 entryWhat it doesStarts at
WhenWhich 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 NameFor a named event: its name.none
ShakeThe shake to play.none
ScaleHow strongly, times the event's own strength.1
Ignore BelowEvents below this strength play nothing. From 0 to 1.0

Strength

SettingWhat it doesStarts at
Overall StrengthScales 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 StrengthScales everything that moves the camera, leaving tilt and lens alone. From 0 to 2.1
Tilt StrengthScales everything that tips the camera, leaving movement and lens alone. From 0 to 2.1
Lens StrengthScales everything that widens or narrows the lens. From 0 to 2.1

Mixer

SettingWhat it doesStarts at
Mixer › GroupsEvery 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 entryWhat it doesStarts at
NameThe group's name. Layers and shakes play into a group by naming it.none
VolumeOverall level of everything in the group.1
Player SliderWhich 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
DucksGroups this one quietens while it plays.empty
Lower Priorities Held Down ByWhile 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 AtHow quickly the lower priorities are held down once a higher one starts. Higher is faster. At least 0.1.12
Let Back Up AtHow 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 entryWhat it doesStarts at
QuietensThe group to quieten.none
ByHow 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 AtHow 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 AtHow quickly it lets go. Higher is faster; keep it low so the quietened group comes back smoothly. At least 0.1.5

Events

SettingWhat it doesStarts at
Events › LandingsFire 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 CurveOptional shape from the slowest landing to the hardest, over 0 to 1. Empty is a straight line.no curve
Events › JumpsFire 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 › FootstepsFire footstep events from the stride.on
Events › Crouch And StandFire Crouching and Standing Up when the character's capsule changes height.on
Events › JoltsFire 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 PansFire 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

SettingWhat it doesStarts at
Stride › Footsteps From Anim NotifiesTake 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 PhaseWhere in the stride the left foot lands, 0 to 1. From 0 to 1.0.25
Stride › Right Foot PhaseWhere the right foot lands. Half a stride after the left, normally. From 0 to 1.0.75

Effort

SettingWhat it doesStarts at
Effort › OnOff, 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 ForHow 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 ForHow much acceleration counts, 0 to 1. From 0 to 1.0.35
Effort › A Hard Landing AddsHow much a full-strength landing adds at once, 0 to 1. From 0 to 1.0.25
Effort › Gameplay ValueA 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 › MaxThe most it can reach.1

Camera Motion

SettingWhat it doesStarts 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 StillThe multiplier when the camera is perfectly still. The operator still breathes.0.4
Camera Motion › Travel CurveHow 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 ForHow much travel counts at all, after the curve. Lower it if raising Travel Curve pushed the top end too high.1
Camera Motion › MostThe most the multiplier can reach, so a teleport or a whip pan cannot spike the operator. At least 0.1.2.6

Locomotion

SettingWhat it doesStarts 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 OwnYour 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

SettingWhat it doesStarts at
Peek › EnabledOFF: peek input does nothing to the camera.on
Peek › Roll DegreesHow far the camera tilts, in degrees, at a full peek. The tilt sells the lean; the slide below does the seeing.11
Peek › Lateral OffsetHow 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 DropHow far the camera drops, in cm, at a full peek. A small duck, so it reads as leaning rather than sliding.3
Peek › Collision AwareCheck for walls before sliding, and stop short of them. Off, a peek into a wall puts the camera inside it.on
Peek › Probe RadiusHow 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 › 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.180
Peek › 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 180.24
Peek › 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

Crouch

SettingWhat it doesStarts at
Crouch Correction › OnOff, 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 PushAn 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

SettingWhat it doesStarts at
Comfort (Without A Follow Camera) › 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
Comfort (Without A Follow Camera) › 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
Comfort (Without A Follow Camera) › 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
Comfort (Without A Follow Camera) › 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
Comfort (Without A Follow Camera) › Tilt ScaleHow much every camera effect may tilt the camera, 0 to 1. From 0 to 1.1
Comfort (Without A Follow Camera) › 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
Comfort (Without A Follow Camera) › 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
Comfort (Without A Follow Camera) › 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
Comfort (Without A Follow Camera) › Allow Auto MotionLets 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 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
Comfort (Without A Follow Camera) › FOV Step DegreesHow many degrees each step of the player's field of view setting is worth.3
Comfort (Without A Follow Camera) › Distance StepsThe 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 CmHow many centimetres each step of the player's camera distance setting is worth.40
Comfort (Without A Follow Camera) › Centre DotShows 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 SizeThe 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 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
Comfort (Without A Follow Camera) › 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
Comfort (Without A Follow Camera) › 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
Comfort (Without A Follow Camera) › 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

Output

SettingWhat it doesStarts at
Only For The Local PlayerOnly 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 TooShake 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

SettingWhat it doesStarts at
Cut Distance ThresholdIf 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 ThresholdIf 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 SmoothingSmooths 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 BoneThe left foot's bone, which places each left footstep and finds the surface under it.foot_l
Right Foot BoneThe right foot's bone. Leave both empty to use the character's location instead.foot_r

Its Blueprint nodes are on Blueprint nodes.

EventWhen it firesHands over
On FootstepEvery footstep, from the stride or from anim notifies. Hang your own footstep audio off this.Footstep (group)
On State ChangedThe locomotion state changed: Idle, Walk, Sprint, Crouch, Air, or one of your own.Old State (name); New State (name)
On Camera EventEvery 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)