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

Keyframing Camera

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Last updated 1 year ago

Different from animated cameras, keyframing cameras allow users to manually add key frames in the sequencer and preview camera motion without making animations in DCC softwares.

To keyframe a camera, you can follow the next steps.

  1. Create a new blueprint from class EKeyframedCamera. You can view the page to see how this class works.

  1. Add an Actor Sequence Component in the Components section.

Note that the parameters in the "PCMGParams" group are currently deprecated. They will be updated once the new feature, procedurally camera motion generation (PCMG), is finished.

  1. Select the Actor Sequence Component and click "Open In Tab" in the Details panel, you will see the Sequencer editor is opened and now you can add keyframes in it.

  1. In the Sequencer editor, add a track of CameraComponent, and then add sub-tracks of camera properties that you would like to keyframe. Generally, you should add the Transform track and FOV track.

  2. Set the "Default" values in the "CameraBase" section in the blueprint Details panel. These values determine how this camera blends back to the previous camera when it finishes playing.

  1. Now, play the game and enjoy your work!

Find the "Keyframe Extension" in CameraSettingsComponent. This is the core component where this camera invokes keyframes. But you do not need to do anything here. For a more detailed introduction to this extension, go to the page, and refer to the node for how to call the keyframed camera.

Go to where you want to use this camera and use the node.

KeyframedCamera
KeyframeExtension
CallKeyframedCamera
CallKeyframedCamera