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
  • Debug Visualization at Runtime
  • Apply Instance Changes to Blueprint
  1. Basic Uses

Other Features

PreviousPhoto Mode (Experimental)NextFAQ

Last updated 9 months ago

Debug Visualization at Runtime

If you have already assigned ECameraHUD in game mode, then you will be able to see camera debug information at runtime, for most camera components. Other components, such as HardLockFollow and HardLockAim will not show debug info as they are simple to debug even if without visualizations.

A special component is RailFollow, for which you must manually enable debug visualization at runtime. You should first toggle on the DrawDebug option in the SplineComponent attached to the rail actor. Then at runtime, if you want to visualize splines, you can enter the console command show splines at the very bottom side of Unreal editor, and then you will see the splines perfectly presented in world. We do this because spline visualization is already supported in native Unreal Engine, and re-implementing drawing splines is a bit complex. So we turn to the native way rather than implementing on our own.

Apply Instance Changes to Blueprint

This plugin provides easy property synchronization from camera instances to its Class Default Object (CDO), or in other words its corresponding camera blueprint.

When you run the game in PIE mode, you can choose any camera actor, edit the properties in the ECamera section.

For example, you can choose a different follow component (aim component), edit its inner properties like Camera Distance, edit the Damper property and add or remove extensions. One thing to notice about editing the Damper property is you should first select the ECamera Vector Damper class (or other damper classes you defined or the plugin provided) and then edit inner properties such as Damper X/Y/Z. If you don't do so, it's likely you cannot successfully apply the modified Damper values to the camera blueprint.

Once you think your camera is perfectly tweaked, you can select the camera actor at the top of the Details hierarchy, scroll down to the ECamera Actions section and click the Apply Instance Changes to Blueprint button.

Go back to your camera's blueprint. You will see everything you edited is successfully synchronized here.

Remember to click the button ONLY when in PIE and you want to apply instance changes to the CDO. Don't click this button in other circumstances like in blueprint.