> For the complete documentation index, see [llms.txt](https://sulleyyys-organization.gitbook.io/manuals-of-ccs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sulleyyys-organization.gitbook.io/manuals-of-ccs/basic-uses/lock-on-camera.md).

# Lock-On Camera

Lock-on cameras literally mean cameras used for locking on an entity. This is particularly useful when you are fighting with a BOSS.

This camera is a simple inheritance of the base class ECameraBase with the follow component  [ScreenFollow](/manuals-of-ccs/camera-components/follow-components/screenfollow.md), the aim component [TargetingAim](/manuals-of-ccs/camera-components/aim-components/targetingaim.md), as well as three associated extensions: [ResolveOcclusionExtension](/manuals-of-ccs/camera-components/extension-components/resolveocclusionextension.md), [ConstrainPitchExtension ](/manuals-of-ccs/camera-components/extension-components/constrainpitchextension.md)and [ModifyAimPointExtension](/manuals-of-ccs/camera-components/extension-components/modifyaimpointextension.md). You can remove and adjust these extensions.

<figure><img src="/files/eM8fX0oGPYzDNCHEXXWw" alt="" width="563"><figcaption></figcaption></figure>

You can directly create a new lock-on camera by selecting the blueprint class "ELockOnCamera", rename it whatever you like and use it like other cameras.
