Pighaus Games Docs

These docs describe Fixed Angles and Blendshot, the next update, in development: everything in 1.3 and what it adds. 1.3 is in testing: read its docs.

Project settings

Project-wide defaults for every Blendable camera, under Project Settings, Plugins, Blendable.

Under Project Settings → Plugins → Blendable.

SettingWhat it does
Fallback Presetused by any Follow Camera that was never given a Preset, so a bare component gives you your studio's camera
Default Probe Channelthe collision channel every camera check uses, unless a Rig names its own
Draw Camera Stack by Defaultturns the debug readout on for every camera in the project
Sequencer Sections Obey Comfort by Defaultwhether new Sequencer sections respect the player's comfort settings
Long Exempt Shake Warning Secondswarns when a Sequencer shake that ignores comfort runs longer than this. 0 turns it off
Point Of Interest Ambient Shake Blendswhen one point of interest's shake takes over from another's, layers they share by name carry straight on instead of restarting. Off by default: the old one fades out and the new one fades in. See one motion across a blend
Allow Rigs To Control Exposurelets Rigs change exposure at all. Off by default. See post process
Lock-On In Cutsceneswhat a lock does when a cutscene takes the screen: keep it, let go, or let go and lock back on to the same target afterwards, the default. See lock-on in the world

Settings are read when they're used, so change one, press play, and you'll see it.

Go deeperWhy these are project-wide

The probe channel is the clearest case. If your project traces its camera on a custom channel, you'd otherwise have to set it on every component you ever placed, and missing one gives you a single camera that clips through geometry the others avoid. Components are seeded from the project default when they're created, and an edit on a placed component still wins. That's also the one exception to "read when used": components you've already placed keep the channel they were given.

The fallback Preset covers the other direction. Drop the component on a pawn, press play, and you get your studio's camera rather than the built-in defaults. It only ever applies when nothing else has been set.