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

Sequenced Camera

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Last updated 1 year ago

Sequenced cameras allow you to call a sequence of cameras in order, with specified duration and blend settings. For example, you can create the following camera by setting up three static cameras with blending between.

You can crerate and call a sequenced camera by following the next steps:

  1. Create a new blueprint class inheriting ESequencedCameraActor, and name it whatever you like, say, SequencedCameraActor.

  1. Open it and go to the Details panel, add as many cameras as you like in the Camera Sequence section. Here I add three cameras, all of which are static camera. Note that if you intend to call a static camera, make sure the Preserve State option is off, and if you do not want to the camera to stay after blending finishes, make Blent Time and Duration equal.

  1. To create a static camera (the camera is put at a fixed position in your level), first find the correct position and rotation where you want to put the camera, and then copy the position as well as the rotation to the CameraComponent property in this camera.

  1. After you set up all sub-cameras, in the level blueprint or somewhere else you want to use this sequenced camera, call the CallSequencedCamera node and pass in the sequenced camera actor you just implemented. And that's it!

Caveat: Sequenced cameras should only be used on occasions you want to exhibit some nice, simple and smooth camera trajectories by setting the same Blend Time and Duration in (almost) each static camera. DO NOT interrupt this camera by calling another camera intermediately.