Roadmap
What's settled, what's newer, what hasn't been tested in the wild yet, and what's coming next.
If something here matters to you and isn't moving, say so and it'll move. Priorities come from what people actually hit, not from this list.
Maturity#
Not everything in the plugin is the same age, and it would be dishonest to present it as if it were.
Settled#
Used daily for months on a real project. I'd be surprised by a bug in these now.
- The follow camera, rig assets and blending
- The claim ladder, presets and preset volumes
- Collision, feelers, occlusion and the auto-shoulder
- Composition and screen-space framing
- Camera directors and look-at
- Shakes and the effects component
- Comfort scaling
Newer#
Built recently and working, but with far fewer hours on them. Expect the odd rough edge.
- The Sequencer tracks. The transition track has been used in anger; the shake, preset, look-at, effects-scale and cinematic-mode tracks are newer and lightly tested.
- The settling window after a rig change
- The camera stack readout
- Project settings, including the fallback preset
Untested in the wild#
Written and reasoned about, but not properly exercised yet. Treat these as provisional.
- Split screen. The Sequencer subsystem walks every local player rather than assuming player 0, but I haven't run a real split-screen game through it.
- Networked play. The camera is a local concern and should be fine, but it hasn't been tested with a listen server and multiple clients.
- Platforms other than Windows. Nothing here is platform-specific and the code makes no Windows-only assumptions, but Win64 is the only target that's been built and run.
Next#
Roughly in order.
- Packaged demo. A standalone build showing the presets, the volumes and the Sequencer tracks doing their thing, so you can feel it rather than read about it.
- More testing on the Sequencer tracks, particularly shake and preset under scrubbing and looping, which is where timeline code usually breaks.
- Split-screen pass. Actually run it, rather than reasoning that it should work.
- A worked "first hour" tutorial. These docs explain the design; they don't yet walk you from an empty project to a camera you like.
Later#
Ideas rather than commitments. Interest moves these up.
- Per-key impulse direction on the shake track, so a one-shot can be aimed rather than inheriting the asset's direction. Deliberately not built yet: nobody has asked, and guessing at the authoring workflow is how you end up with a feature nobody uses.
- Rig presets as a data table, for projects that would rather drive the camera from data than from assets.
- A rig diffing tool, showing what actually differs between two rigs. Useful once you have twenty and can no longer remember which knob you turned.
- More shipped presets. The four are worked examples; more styles would make the library more useful on its own.
Not planned#
Saying no is part of a roadmap.
- A replacement for Gameplay Cameras. Blendable predates it and solves the problem differently. If Epic's system suits you, use it.
- First person as a separate system. It exists as a view mode inside the third-person rig, because that's what makes the transition between them a blend rather than a swap. A dedicated first-person camera would be a different plugin.
- 2D or side-scroller support. Out of scope. The whole thing assumes a third-person shot.