Getting started
Three steps to a working camera, and what to reach for next.
The three steps#
- Drop a Blendable Follow Camera component on your pawn. It makes itself the view target, so there's nothing to wire up.
- Assign a Preset. Start with Third Person.
- That's it.
Everything else in these docs is optional. If the camera feels right at this point, you can stop reading and come back when you want something specific.
Changing the camera as the player moves#
Place a Blendable Camera Preset Volume, pick a preset, and choose a mode.
| Mode | Behaviour |
|---|---|
| Latch | Redefines what the camera rests on, then stops caring. The change survives walking back out. |
| While Inside | Holds a claim while the player is in the volume, and hands back whatever was underneath on the way out. |
Latch is a gate: cross it and the camera is different from now on. While Inside is a region: the change belongs to the space, and leaving undoes it.
Nested regions work without any bookkeeping on your part. Step out of an inner volume and you land on the outer one, because the outer one is still holding its claim rather than something having remembered a value at entry.
When the trigger isn't an overlap#
A Blendable Camera Trigger is the same actor with nothing wired up. Use it for a door, a scripted beat, a cutscene, anything that isn't a volume the player walks through. Call Apply Camera Preset and Release Camera Preset yourself.
The volume is a subclass of the trigger, so they behave identically. There is one implementation of the rules and both share it.
Where to go next#
- The claim ladder is the concept everything else rests on. If you read one more page, make it that one.
- Sequencer if you're cutting cinematics.
- Debugging the first time the camera does something you didn't expect.