Fixed camera settings
Every setting on a Fixed Camera'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 Fixed Camera's panel, in the order the panel shows them. Generated from Blendable Fixed Angles and Blendshot (1.4.0, in development) in Unreal Engine 5.8.3, so it lists exactly what that version has. For what the settings add up to, read Fixed cameras.
The Shot#
| Setting | What it does | Starts at |
|---|---|---|
| Field Of View | How wide the camera sees, in degrees across. Narrower is a longer lens, closer and flatter; wider takes in more of the room. From 0.001 to 360. | 90° |
Area#
| Setting | What it does | Starts at |
|---|---|---|
| Box Extent | Half the area's size each way from its middle, in cm: 500, 500, 250 is a box 10 m by 10 m and 5 m high. Add more shapes in the component list. | X 500, Y 500, Z 250 |
| Also Inside | Actors in the level that are part of this camera's area too: a trigger box, a volume built with the brush tools, or an area two cameras share. Their boxes, spheres and capsules count, and a volume by its own shape. | empty |
Takes The Shot#
The value on the line is Enabled: off, this camera never takes the shot. Set Enabled switches it while playing. Starts at on.
| Setting | What it does | Starts at |
|---|---|---|
| Priority | Higher wins where areas overlap, and against everything else that wants the camera. Aim and other states (10) and lock-on (15) take the shot from the default of 8 and hand it back; give this camera more to keep its shot through them. | 8 |
| Blend In Time (s) | How long this camera takes to arrive, in seconds. 0 cuts straight to it, the classic way. | 0 s |
| Blend Out Time (s) | How long the follow camera takes to come back when the player leaves every fixed camera's area from this one, in seconds. 0 cuts. | 0 s |
Under More:
| Setting | What it does | Starts at |
|---|---|---|
| Stay Margin (cm) | How far past the edge of its area the player can go before another camera takes over, in cm, so a shared border never flickers between two. | 50 cm |
Moving#
Turn To Follow#
The value on the line: off, the camera holds still. On, it stays where it stands but turns to keep the player on a spot on screen. Starts at off.
| Setting | What it does | Starts at |
|---|---|---|
| Keep Them At (%) | Where on screen the player is kept, in percent: X across from the left, Y down from the top. 50, 50 is the middle. | X 50, Y 50 |
| Free Drift (%) | How far the player can wander from that spot before the camera turns, in percent of the screen across and down. | X 10, Y 10 |
| Turn Time (s) | How long the camera takes to catch up as it turns, in seconds. Longer is lazier. | 0.5 s |
| Turns Up To (deg) | How far the camera may turn left or right of the way it was placed, in degrees. From 0 to 180. | 60° |
| Tilts Up To (deg) | How far it may tilt up or down from the way it was placed, in degrees. From 0 to 89. | 30° |
| Controls Turn With It | Up on the stick turns with the camera as it follows. Off, it keeps to the way the camera was placed, so a held stick runs straight. | off |
| Zoom To Keep Their Size | Zooms the lens as the player comes nearer or goes further, so they stay the same size on screen. | off |
Under More:
| Setting | What it does | Starts at |
|---|---|---|
| Aim At Height (cm) | How far above the player's position the camera aims, in cm: about the chest on a standard character. | 50 cm |
| Their Size At (cm) | The distance at which the player is the size the camera's own lens shows them, in cm. 0 is however far they were when it took the shot. | 0 cm |
| Narrowest Lens (deg) | The narrowest the lens may go to keep their size, in degrees. From 5 to 170. | 15° |
| Widest Lens (deg) | The widest the lens may go to keep their size, in degrees. From 5 to 170. | 100° |
Slide Along A Line#
The value on the line: on, the camera rides its Track, keeping level with the player along it, the way a corridor shot dollies. Its aim stays as placed unless Turn To Follow is on too. Starts at off.
| Setting | What it does | Starts at |
|---|---|---|
| Slide Time (s) | How long the camera takes to catch up along the track, in seconds. | 0.4 s |
| Offset Along (cm) | Where along the track the camera keeps, from the point nearest the player, in cm: positive towards the track's end, negative towards its start. | 0 cm |
| Lead (cm) | How far the camera runs ahead of the way the player moves along the track, in cm, at full speed. | 0 cm |
Under More:
| Setting | What it does | Starts at |
|---|---|---|
| Lead Full At (cm/s) | The speed along the track at which the lead is all there, in cm/s. At least 1. | 400 cm/s |
Forward Follows The Track#
The value on the line: up on the stick goes the way the Track runs at its point nearest the player, rather than the way the camera looks. Off, it follows the camera. Starts at off.
| Setting | What it does | Starts at |
|---|---|---|
| Rises And Falls With It | The Track's rise and fall tilts forward too, so swimming or flying along it goes up and down with it. Off, forward stays level. | off |
Look And Feel#
Look#
| Setting | What it does | Starts at |
|---|---|---|
| Weight | How 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 |
| Materials | Post 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 |
| Override Vignette | Take charge of the vignette. Off, whatever the level sets is left alone. | off |
| Vignette Intensity | How 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 |
| Override Film Grain | Take charge of film grain. | off |
| Film Grain Intensity | How much grain sits over the image. Small numbers: 0.2 is already visible. From 0 to 1. | 0 |
| Override Chromatic Aberration | Colour separation towards the edges. A little reads as a lens; a lot reads as a headache. | off |
| Chromatic Aberration | How far the colour channels separate. Over about 2 it reads as a fault rather than a lens. From 0 to 5. | 0 |
| Chromatic Aberration Start | How far out from centre the separation starts, 0-1. Keeps the middle of frame clean. From 0 to 1. | 0 |
| Override Bloom | Take charge of bloom. | off |
| Bloom Intensity | How much bright things glow. The engine default is 0.675. | 0.675 |
| Override Motion Blur | Take charge of motion blur. | off |
| Motion Blur Amount | How much movement smears. A common accessibility complaint, so consider leaving it to the player. From 0 to 1. | 0.5 |
| Override Color Grading | Take charge of the colour grade below. | off |
| Color Saturation | Saturation: 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 |
| Color Contrast | Contrast: 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 |
| Override Exposure | Take 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 |
| Exposure Compensation | How many stops brighter or darker the image sits. Negative is darker. From -8 to 8. | 0 |
| Override Exposure Speed | Take 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 |
| Exposure Speed Up | Stops per second while the shot is getting brighter. The engine's own default is 3. At least 0.02. | 3 |
| Exposure Speed Down | Stops per second while it is getting darker. The engine's own default is 1. At least 0.02. | 1 |
| Override Exposure Range | Take 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 |
| Exposure Min Brightness | The 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 |
| Exposure Max Brightness | The brightest the shot will adapt to. Lower it to stop a bright exterior washing out. | 20 |
Each entry in Materials, one post process material laid over the image, and how strongly.
| Each entry | What it does | Starts at |
|---|---|---|
| Material | A post process material to lay over the image. | none |
| Weight | How much of this material to apply, 0 to 1. From 0 to 1. | 1 |
Focus#
| Setting | What it does | Starts at |
|---|---|---|
| Focus On | What 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 |
| Focus Strength | How 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 |
| At | How far from the camera the lens focuses, for A Set Distance, when you're setting it by hand rather than tracking something. | 500 cm |
| Blend Focus | Eases the depth of field in and out instead of switching it on and off. | on |
| Focus Blend In Time | How long the depth of field takes to ease in when focus starts, in seconds. | 0.6 s |
| Focus Blend Out Time | How long the depth of field takes to ease out when focus lets go, in seconds. | 0.9 s |
| Realistic Rack | Pulls focus like a person would: a beat late, a touch too far, then it settles. Off, focus snaps straight to the new distance. | on |
| Focus Reaction Time | How long focus waits before it starts to follow a change, in seconds. | 0.18 s |
| Focus 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. | 34 |
| Focus 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. | 7 |
| Focus 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 |
| Focus Dead Zone | How far the focus distance can drift, in cm, before the lens bothers to follow. Stops it chasing every small step. | 30 |
| Override Aperture | Also 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 |
| Aperture | Lower is shallower and more cinematic. 22 is effectively everything in focus. From 0.5 to 32. | 2.8 |
| Exposure Reference F-Stop | The 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 |
| Stop Down For Both | Both: also close the aperture until both subjects are sharp. Off focuses between them and leaves the aperture alone. | off |
| Keep The Exposure | Raises 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 |
| Close No Further Than (f/) | The furthest the aperture may close for Both, as an f-number. From 1 to 32. | 11 |
Manual Zoom#
The value on the line: whether the player can zoom this camera themselves. Starts at off.
| Setting | What it does | Starts at |
|---|---|---|
| Style | How it answers the wheel and the zoom buttons. Choices: Raw, Smoothed, Along A Curve, Stages, Stages, Looping. | Smoothed |
| Widest (x) | The furthest out it goes, as a magnification: below 1 is further out than the camera's own arm or lens. From 0.1 to 1. | 0.6 |
| Closest (x) | The furthest in it goes, as a magnification. From 1 to 12. | 2 |
| Each Step | How far each turn of the wheel or press of a button zooms: a share of the magnification, or of the way along the curve. From 0.01 to 1. | 0.15 |
| Stages (x) | Stages: the magnifications it steps through, in order. | 4 entries |
| Between Stages | Stages: snap from one to the next, or ease. Choices: Snap, Ease. | Ease |
Under More:
| Setting | What it does | Starts at |
|---|---|---|
| Glide Time (s) | Smoothed and Along A Curve: how long it takes to glide most of the way, in seconds. From 0 to 1. | 0.15 s |
| Curve | Along A Curve: from 0 the widest to 1 the closest, how the magnification goes as the wheel turns. Empty, evenly. | no curve |
| Ease Time (s) | Easing between stages: how long it takes, in seconds. From 0 to 1. | 0.2 s |
| Ease Curve | Easing between stages: its shape, from 0 to 1 over the change. Empty, easing in and out. | no curve |
| Snap Effect | Snapping between stages: a Blendable FX effect to play as it snaps, when Blendable FX is in the project. | none |
| Snap Under A Transition | Snapping between stages: play the effect as a transition and snap under its cover, rather than as an impact over the snap. | off |
| Starts At 1x | Back to 1x whenever this takes the shot, rather than keeping the zoom the camera had. | on |
| Reverse The Wheel | Turns the wheel round, for a player who'd rather roll it towards them to zoom in. | off |
Let Them Look Around#
The value on the line: lets the player turn the view a little with the look stick or the mouse, springing back when they stop. Off, the camera never turns for them. Starts at off.
| Setting | What it does | Starts at |
|---|---|---|
| Across (deg) | How far they can look left and right, in degrees. From 0 to 90. | 12° |
| Up And Down (deg) | How far they can look up and down, in degrees. From 0 to 60. | 8° |
Under More:
| Setting | What it does | Starts at |
|---|---|---|
| Springs Back After (s) | How long the view waits once they stop before springing back, in seconds. | 0.3 s |
| Springs Back Over (s) | How long the spring back takes, in seconds. | 0.6 s |
Shake#
| Setting | What it does | Starts at |
|---|---|---|
| Shake | A shake that plays through this camera while it holds the shot: a security camera's hum, a handheld feel. The character's bob and the follow camera's operator never play through a fixed camera; hits and world shakes do. | none |
| Shake Strength | How strongly the shake plays. 1 is as authored. | 1 |
| Hit Strength | How strongly hits, rumbles and world shakes land through this camera. 1 is as they're played; 0 keeps the shot still through them. | 1 |
Entering And Leaving#
Controls Across This Cut#
The value on the line: what the movement stick's directions do when this camera takes the shot. The Preset's goes by the camera preset's Controls Across A Cut. Choices: The Preset's, Keep The Old Direction, Ease Into The New, Switch Straight Away, Leave The Controls Alone. Starts at The Preset's.
| Setting | What it does | Starts at |
|---|---|---|
| Turns Round Over (s) | How long the stick's directions take to come round to this camera, in seconds: easing into it, or once a kept direction is let go. Below 0 goes by the preset's Ease Over and Let Go Over. At least -1. | -1 s |
Transition#
| Setting | What it does | Starts at |
|---|---|---|
| Transition In | A screen transition from Blendable FX played as the shot changes to this camera, unless the camera letting go has a Transition Out: it covers the old shot and the cut happens underneath, or it blends from the old shot into this one. It takes the place of Blend In Time. A camera move between the two shots carries the change instead. | none |
| Transition Out | A screen transition played as the shot leaves this camera, whichever camera takes it: it comes before that camera's Transition In, as the exception to every way in. It takes the place of the blend times. | none |
| Setting | What it does | Starts at |
|---|---|---|
| Enter And Exit Are | What the enter and exit effects and hooks answer to: this camera taking and losing the shot, or the player coming into and leaving its area. Choices: Taking And Losing The Shot, Coming Into And Leaving The Area. | Taking And Losing The Shot |
Effects#
| Setting | What it does | Starts at |
|---|---|---|
| On Enter | A look that plays once on entering: a flash, a grade that settles, a bar that slides in. One of the lock-on effects below. | as new |
| While It Has The Shot | A look held for as long as this camera has the shot, such as a security camera's grain, rising and falling with it. One of the lock-on effects below. | as new |
| On Exit | A look that plays once on exiting. One of the lock-on effects below. | as new |
Hooks#
| Setting | What it does | Starts at |
|---|---|---|
| On Enter | Actions run on entering: play a sound, spawn an effect, fire a camera event, or anything of your own. | empty |
| On Exit | Actions run on exiting. | empty |
Each entry in On Enter, one thing a lock-on hook does.
| Each entry | What it does | Starts at |
|---|---|---|
| Action | What to do: play a sound, spawn an effect, fire a camera event, tell a listener, or something of your own. | none |
| First Time Only | Do it the first time only. | off |
| At Most | The most times it can run. 0 is no limit. Ignored when First Time Only is ticked. | 0 |
Each entry in On Exit, one thing a lock-on hook does.
| Each entry | What it does | Starts at |
|---|---|---|
| Action | What to do: play a sound, spawn an effect, fire a camera event, tell a listener, or something of your own. | none |
| First Time Only | Do it the first time only. | off |
| At Most | The most times it can run. 0 is no limit. Ignored when First Time Only is ticked. | 0 |
Presets#
| Setting | What it does | Starts at |
|---|---|---|
| Preset On Enter | The camera preset the follow camera takes on as the player comes into this camera's area, so they can leave with a different feel. Empty, nothing changes. | none |
| Preset Mode | Latch keeps Preset On Enter after the player leaves. While Inside keeps it only while they're in the area. Choices: Latch (permanent until another volume), While Inside (reverts on exit). | Latch (permanent until another volume) |
| Preset On Exit | A preset to switch to for good as the player leaves the area. Empty, While Inside goes back to what was underneath and Latch stays as it is. | none |
Under More:
| Setting | What it does | Starts at |
|---|---|---|
| Preset Blend Time (s) | How long the change of preset takes, in seconds. Below 0 goes with the shot: at once on entering, where the follow camera is out of sight, and over Blend Out Time on leaving. At least -1. | -1 s |
| Preset Priority | Where While Inside presets overlap, the higher priority wins. | 0 |
What a lock-on effect holds#
A lock-on effect: a look laid over the picture, bars across the screen, and the target picked out, rising to full, holding and falling away again.
| Setting | What it does | A new one starts at |
|---|---|---|
| Play | Plays this effect. | off |
| Rises Over | How long it takes to rise to full, seconds. | 0.15 s |
| Holds For | How long it stays at full before falling away, seconds. The While Locked effect ignores it and holds until the lock ends. | 0.2 s |
| Falls Over | How long it takes to fall away, seconds. | 0.4 s |
| Shape | The shape of the rise, from time 0 to 1 and value 0 to 1; the fall plays it backwards. Empty eases in and out smoothly. | no curve |
| Strength | How much of it plays, 0 to 1. From 0 to 1. | 1 |
| Post Process › Weight | How 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 |
| Post Process › Materials | Post 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 |
| Post Process › Override Vignette | Take charge of the vignette. Off, whatever the level sets is left alone. | off |
| Post Process › Vignette Intensity | How 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 |
| Post Process › Override Film Grain | Take charge of film grain. | off |
| Post Process › Film Grain Intensity | How much grain sits over the image. Small numbers: 0.2 is already visible. From 0 to 1. | 0 |
| Post Process › Override Chromatic Aberration | Colour separation towards the edges. A little reads as a lens; a lot reads as a headache. | off |
| Post Process › Chromatic Aberration | How far the colour channels separate. Over about 2 it reads as a fault rather than a lens. From 0 to 5. | 0 |
| Post Process › Chromatic Aberration Start | How far out from centre the separation starts, 0-1. Keeps the middle of frame clean. From 0 to 1. | 0 |
| Post Process › Override Bloom | Take charge of bloom. | off |
| Post Process › Bloom Intensity | How much bright things glow. The engine default is 0.675. | 0.675 |
| Post Process › Override Motion Blur | Take charge of motion blur. | off |
| Post Process › Motion Blur Amount | How much movement smears. A common accessibility complaint, so consider leaving it to the player. From 0 to 1. | 0.5 |
| Post Process › Override Color Grading | Take charge of the colour grade below. | off |
| Post Process › Color Saturation | Saturation: 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 |
| Post Process › Color Contrast | Contrast: 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 |
| Post Process › Override Exposure | Take 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 |
| Post Process › Exposure Compensation | How many stops brighter or darker the image sits. Negative is darker. From -8 to 8. | 0 |
| Post Process › Override Exposure Speed | Take 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 |
| Post Process › Exposure Speed Up | Stops per second while the shot is getting brighter. The engine's own default is 3. At least 0.02. | 3 |
| Post Process › Exposure Speed Down | Stops per second while it is getting darker. The engine's own default is 1. At least 0.02. | 1 |
| Post Process › Override Exposure Range | Take 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 |
| Post Process › Exposure Min Brightness | The 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 |
| Post Process › Exposure Max Brightness | The brightest the shot will adapt to. Lower it to stop a bright exterior washing out. | 20 |
| Material Parameters | Parameters set from Off to On as the effect rises, on every material above that has one by that name. A material with any of these plays in full and lets them do the fading. | empty |
| Material Colours | Colour parameters set from Off to On as the effect rises, on every material above that has one by that name. | empty |
| Letterbox | Black bars across the top and bottom of the screen, for a cinematic frame. | off |
| Each Bar Covers | How much of the screen's height each bar covers at full strength. 0.128 frames a 16:9 screen at 2.39:1, the widest film frame. From 0 to 0.4. | 0.128 |
| Bar Colour | The bars' colour. | R 0, G 0, B 0, A 1 |
| Highlight The Target | Draws the target into custom depth with the stencil below while the effect plays, so a post-process material can keep it in colour or outline it. Needs Custom Depth-Stencil Pass set to Enabled With Stencil in the project's rendering settings. | off |
| Stencil | The stencil value the target is drawn with, 1 to 255. Your material picks the target out by it. From 1 to 255. | 1 |
What a rig post process holds#
A look for the image: a colour grade and any post process materials, laid over the level's own post process by Weight. For anything not listed here, use a post process material.
| Setting | What it does | A new one starts at |
|---|---|---|
| Weight | How 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 |
| Materials | Post 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 |
| Override Vignette | Take charge of the vignette. Off, whatever the level sets is left alone. | off |
| Vignette Intensity | How 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 |
| Override Film Grain | Take charge of film grain. | off |
| Film Grain Intensity | How much grain sits over the image. Small numbers: 0.2 is already visible. From 0 to 1. | 0 |
| Override Chromatic Aberration | Colour separation towards the edges. A little reads as a lens; a lot reads as a headache. | off |
| Chromatic Aberration | How far the colour channels separate. Over about 2 it reads as a fault rather than a lens. From 0 to 5. | 0 |
| Chromatic Aberration Start | How far out from centre the separation starts, 0-1. Keeps the middle of frame clean. From 0 to 1. | 0 |
| Override Bloom | Take charge of bloom. | off |
| Bloom Intensity | How much bright things glow. The engine default is 0.675. | 0.675 |
| Override Motion Blur | Take charge of motion blur. | off |
| Motion Blur Amount | How much movement smears. A common accessibility complaint, so consider leaving it to the player. From 0 to 1. | 0.5 |
| Override Color Grading | Take charge of the colour grade below. | off |
| Color Saturation | Saturation: 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 |
| Color Contrast | Contrast: 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 |
| Override Exposure | Take 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 |
| Exposure Compensation | How many stops brighter or darker the image sits. Negative is darker. From -8 to 8. | 0 |
| Override Exposure Speed | Take 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 |
| Exposure Speed Up | Stops per second while the shot is getting brighter. The engine's own default is 3. At least 0.02. | 3 |
| Exposure Speed Down | Stops per second while it is getting darker. The engine's own default is 1. At least 0.02. | 1 |
| Override Exposure Range | Take 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 |
| Exposure Min Brightness | The 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 |
| Exposure Max Brightness | The brightest the shot will adapt to. Lower it to stop a bright exterior washing out. | 20 |