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
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  1. Advanced Uses

Customizing Camera Components

Camera components can be customized to create your own camera behaviors. There are mainly three types of components you can create: ECameraComponentFollow, ECameraComponentAim and ECameraExtensionBase. They are responsible for determining camera position,determining camera rotation and post-processing camera rotation/rotation/effects respectively.

Other types of class you can override include:

  • ECameraSettingsComponent: The core component responsible for updating each component and applying the result to the owned camera. It is not recommended to override this class.

  • ECameraManager: A manager used to manage all cameras in the level. It is not recommended to override this class.

  • ECameraGroupActorComponent: The component used to calculate the group actor position and rotation. You can override this class to implement your method for deriving group actor position and rotation.

  • ECameraHUD: The HUD class used to display HUD content. You can extend this class if you have more HUD requirements to fulfill, or you can copy and paste the source code into your own HUD class.

  • EPlayerCameraManager: A customized player camera manager used to enable adding and clearing camera post processing effects such as DOF, bloom, exposure, etc. You can extend this class if you want to have a finer control over the camera, or you can copy and paste the source code into your own player camera manager class.

  • All follow component, aim components and extension components such as ScreenFollow and TargetingAim can be inherited. If you add new functionality to some specific component, you can inherit and customize it.

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Last updated 10 months ago