Manuals of ComponentCameraSystem
  • Introduction
  • Basic Uses
    • General Workflow
    • Working with Sequencer
    • Third Person Camera
    • Lock-On Camera
    • Camera Shake
    • Camera Postprocessing
    • Camera Lens Effect
    • Camera Dither Fade
    • Photo Mode (Experimental)
    • Other Features
    • FAQ
  • Advanced Uses
    • Change Component Properties at Runtime
    • Customizing Camera Components
      • Customizing ECameraComponentFollow, ECameraComponentAim and ECameraExtensionBase
      • Customizing Existing Components: ControlAim as An Example
      • Customizing ECameraGroupActorComponent
      • Customizing ECameraHUD
      • Customizing EPlayerCameraManager
    • Camera Dampers
    • Animating Camera
    • Mixing Camera
    • Sequenced Camera
    • Keyframing Camera
    • ArchViz Camera
    • Integrating with Montage
    • Integrating with Gameplay Ability System (GAS)
  • Showcases
    • Boss Battle Camera
    • Group Aim Camera
    • Orbit Camera
    • Rail Camera
    • Crane Camera
    • Third Person Framing Camera
    • First Person Shooter Camera
    • Pseudo First Person Shooter Camera
    • Static Camera
    • Only Follow Camera
    • Only Aim Camera
  • Camera Components
    • Follow Components
      • ScreenFollow
      • SimpleFollow
      • HardLockFollow
      • OrbitFollow
      • RailFollow
      • CraneFollow
    • Aim Components
      • TargetingAim
      • HardLockAim
      • ControlAim
    • Extension Components
      • ResolveOcclusionExtension
      • MixingCameraExtension
      • ConfinerExtension
      • ResolveGroupActorExtension
      • AnimatedCameraExtension
      • KeyframeExtension
      • ConstrainPitchExtension
      • ModifyAimPointExtension
      • VelocityBasedRollingExtension
    • Miscellaneous
      • Photo Camera
      • Animated Camera
      • Keyframed Camera
      • ArchViz Camera
      • ArchViz CineCamera
      • ArchViz Camera Component
      • ArchViz CineCamera Component
      • Sequenced Camera Actor
      • Group Actor Component
      • CameraModifier_CameraShake
      • PCMGNeuralNetwork
      • ECamera Shake Source Actor
  • Blueprint Nodes List
    • ECameraBase
    • ECameraSettingsComponent
    • EPlayerCameraManager
    • ECameraLibrary
    • ECameraGroupActorComponent
    • RailFollow
    • ScreenFollow
    • ControlAim
    • MixingCameraExtension
    • VelocityBasedRollingExtension
  • Code Framework
    • Code Framework
  • Changelog
    • Changelog
      • V0.1.x
      • V0.2.x
Powered by GitBook
On this page
  1. Advanced Uses

Animating Camera

PreviousCamera DampersNextMixing Camera

Last updated 10 months ago

Cameras can be driven by animation sequences. The animation-driven camera is very powerful in expressing fancy skills and scene transitions. Follow the instructions below to create and call an animation-driven camera.

  1. Prepare your camera animation. You should craft your animation in DCC softwares, e.g., Maya, 3dsMax, and then import the FBX file into Unreal Engine. The source FBX file should contain, and only contain one bone track. To this end, you can first import a dummy skeleton (as well as its mesh due to UE's requirement) representating the camera to be animated. This skeleton must only contain one bone named "root". Then keyframe the skeleton in DCC softwares and export it as an FBX file, which will be imported into UE.

  2. Check the imported animation sequence if it works as expected.

  3. Go to the blueprint (say the level blueprint) where you want to activate this animation sequence. Call the node CallAnimatedCamera and fill in the parameters. The default reference coordiante is world space. If you would like to pivot the camera in other spaces, e.g., an actor's local space, you can set the parameter Ref Coordinate Actor, or manually set Ref Coordinate Transform.

  4. Now you can enjoy your nice animated camera.

After you successfully import the attribute, you will see an additional track is added below the Attributes section. Once again, you should make the attribute name contain "FOV", otherwise it will not be detected and becomes useless.

If you want to animate FOV as well, you can create a new attribute curve attacked to the dummy bone in your DCC software. This attribute curve MUST be of float type and its name contains "FOV". Refer to to learn the way you import animation attributes.

Animation Attributes
Imported skeleton (start with "cam_base2") and an animation (start with "cam_tans")