Point of interest settings
Every setting on a Point Of Interest Preset'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 Point Of Interest Preset's panel, in the order the panel shows them. Generated from Blendable 1.3.0 in Unreal Engine 5.8.1, so it lists exactly what that version has. For what the settings add up to, read Points of interest.
What It Does#
Camera#
The value on the line is Camera Mode: whether this point of interest nudges the follow camera's shot or takes it over. The two placement modes put the camera at the look-at target, for their point of view, or at the point of interest, for a fixed angle or CCTV. Choices: Influence, From The Target, From The Point Of Interest. Starts at Influence.
| Setting | What it does | Starts at |
|---|---|---|
| Placement Socket | Socket to sit on when placing at an actor. Empty uses its origin. | none |
| Placement Offset | Where the placed camera sits relative to that point, in cm along the host's own axes: eye height, a shoulder, a corner. | X 0, Y 0, Z 60 |
| Placement Tracks Player | Turns the placed camera to follow the player. Off, it faces wherever its host faces, like a fixed security camera. | on |
| Placement Pull Back | Moves the placed camera back from its host, in cm. 0 sits exactly on the host, a true view through their eyes; backing off turns the same setup into a shot over their shoulder. | 0 |
Turns To Look#
The value on the line: how hard the camera turns towards the look-at point at this point of interest's full strength, 0 to 1. With nothing else turning the camera it gets all the way there, sooner the higher this is; while the camera's own follow turns it too, the two share the turn, and lower leaves more of it to the follow. From 0 to 1. Starts at 0.
| Setting | What it does | Starts at |
|---|---|---|
| Holds Against The Stick | How firmly the look-at holds the camera against the player, 0 to 1. Part way, the player can push against it; at 1 they can't move the camera at all. From 0 to 1. | 0 |
| Glides To A New Target Over | Seconds for the look-at to glide to a new target when it changes while this point of interest holds the shot: a lock-on switching enemies. 0 cuts straight to the new one. From 0 to 3. | 0.35 s |
| The Character Faces | Which way this point of interest asks the character to face, such as Strafe to face what's being framed. It's only a request: the follow camera reports it and your game decides. Choices: Unchanged, Orient to Movement, Strafe, Aim. | Unchanged |
| Asks Once This Strong | How strong this point of interest must be, 0 to 1, before its facing request takes effect. From 0 to 1. | 0.5 |
Under More:
| Setting | What it does | Starts at |
|---|---|---|
| Look At Socket | Socket on the look-at actor. Empty uses its origin. | none |
| Look At Offset | Shifts the point the camera looks at, in cm, along the target's own axes. | X 0, Y 0, Z 0 |
Moves The Camera#
The value on the line is Offset Strength: how much of the offset below to apply, 0 to 1. Zero leaves the camera where it was. From 0 to 1. Starts at 0.
| Setting | What it does | Starts at |
|---|---|---|
| Camera Offset | How far to move the camera, in cm, while this point of interest holds the shot. | X 0, Y 0, Z 0 |
| Offset Space | What the offset is measured against: the world's axes, the point of interest actor's facing, or the camera's facing. Choices: World, Point Of Interest, Camera. | Point Of Interest |
Changes The Lens#
The value on the line is FOV Strength: how much of the lens change below to apply, 0 to 1. From 0 to 1. Starts at 0.
| Setting | What it does | Starts at |
|---|---|---|
| Target FOV | The lens to move towards while this holds, in degrees. From 5 to 170. | 70 |
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 |
Shake#
| Setting | What it does | Starts at |
|---|---|---|
| Ambient Shake | A continuous shake to play while this point of interest holds the shot, growing as it takes hold. Use one that runs until stopped. | none |
| Shake Strength | How strongly to play the ambient shake, 1 being as it was authored. | 1 |
| Ambient Shake Suppression | Quietens the constant camera motion while this point of interest holds the shot, 0 to 1: bob, sway and lean. It fades in with the point of interest, so walking into a quiet moment eases into it. From 0 to 1. | 0 |
| Transient Shake Suppression | Quietens one-off camera events while this point of interest holds the shot, 0 to 1: impacts, shakes and rumbles. Shakes played with Play Engine Shake aren't affected. From 0 to 1. | 0 |
| Setting | What it does | Starts at |
|---|---|---|
| Suppress Camera Collision | Stops walls and objects pushing the camera in while this point of interest is active. | off |
When It Acts#
Trigger#
The value on the line: what switches this point of interest on: the player being near it, looking at it, entering a volume, or a call from gameplay. Choices: Proximity, Look At, Volume, Manual. Starts at Proximity.
| Setting | What it does | Starts at |
|---|---|---|
| Also Require Proximity | With a look-at, volume or manual trigger, also fade the point of interest out with distance, so it only acts while the player is within its reach. | on |
| Look At Full Angle | For a look-at trigger: while the player looks within this many degrees of the look-at point, it's at full strength. From 0 to 180. | 12 |
| Look At Cutoff Angle | Beyond this it contributes nothing. The band between the two is the fade. From 0 to 180. | 45 |
Under More:
| Setting | What it does | Starts at |
|---|---|---|
| Dwell Time | Seconds the trigger must be held before blending starts at all. 0 is instant. | 0 s |
| Dwell Decay Time | Once the dwell time has been met, how long it's remembered after the trigger lets go. Come back within this and there's no wait. | 3 s |
Reach#
The value on the line is Falloff Shape: how its reach is measured: by distance from the point of interest, or by a collision shape on the point of interest actor, such as a box along a corridor. Choices: Radial, Shape. Starts at Radial.
| Setting | What it does | Starts at |
|---|---|---|
| Inner Radius | Inside this distance, in cm, the point of interest is at full strength. | 400 |
| Outer Radius | Outside this distance, in cm, it has no say at all. Between the two it fades. | 1200 |
| Shape Falloff Distance | How far outside a shape the point of interest fades out, in cm, so crossing the edge doesn't pop. Used by the Shape falloff and the Volume trigger. | 300 |
| Max Weight | The most say this point of interest may have, 0 to 1. Below 1 it can only ever nudge the shot. From 0 to 1. | 1 |
| Min Weight | The least say it has anywhere within its reach, 0 to 1, so it never fades to nothing until the player is out of reach. From 0 to 1. | 0 |
Under More:
| Setting | What it does | Starts at |
|---|---|---|
| Falloff Exponent | How the strength fades across the reach. 1 fades evenly; higher stays faint until the player is well inside, lower comes in sooner. At least 0.05. | 1 |
| Falloff Curve | Advanced: draw the fade yourself, reading left to right from the outer edge (0) to fully inside (1). When it has keys, it replaces Falloff Exponent. | no curve |
Blending#
| Setting | What it does | Starts at |
|---|---|---|
| Blend In Time | How long it takes to blend in once triggered, in seconds. | 0.8 s |
| Blend Out Time | How long it takes to blend out, in seconds. Usually longer than the blend in, so leaving lingers a little. | 1.2 s |
Under More:
| Setting | What it does | Starts at |
|---|---|---|
| Blend Curve | Advanced: shapes the blend itself. Empty is linear. | no curve |
How Often#
| Setting | What it does | Starts at |
|---|---|---|
| Max Activations | How many times this can fire from its trigger. 0 is unlimited; 1 makes it a one-off moment. Trigger Point Of Interest always runs it regardless. | 0 |
| Activation Cooldown | Quiet period after an activation ends before it can fire again. 0 is none. | 0 s |
| Active Duration | How long it holds the shot before blending out on its own. 0 never times out. Once it has timed out, the trigger has to let go before it can fire again. | 0 s |
Advanced#
Hooks#
| Setting | What it does | Starts at |
|---|---|---|
| Hooks | Things to run when this point of interest takes hold, and optionally when it lets go. Dwell, cooldown, Active Duration and Max Activations all apply to them too. | empty |
Each entry in Hooks, one entry in a rig's or point of interest's hook list: what to run, when, and how often.
| Each entry | What it does | Starts at |
|---|---|---|
| Action | What to do: play a sound, spawn an effect, fire a camera event, or run something of your own. | none |
| On Activate | Run it when the rig or point of interest takes over. | on |
| On Deactivate | Also run it when the rig or point of interest lets go, so it can undo what it did. One Shot and Max Runs don't limit this. | off |
| One Shot | Run it the first time only. Counted per camera or point of interest, so a rig shared by several characters runs it once for each of them. | off |
| Max Runs | The most times it can run on taking over. 0 is no limit. Ignored when One Shot is ticked. | 0 |