# ECameraBase

## GetFollowComponent

Get `FollowComponent` owned by this camera.

![](/files/DsIwNWJNPf7iwZurj11H)

<table><thead><tr><th width="163.33333333333331">Input / Output</th><th width="140"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>CameraBase</code> target actor.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>Return Value</td><td>The <code>ECameraFollowComponent</code> owned by the target camera.</td></tr></tbody></table>

## GetAimComponent

Get `AimComponent` owned by this camera.

![](/files/8yIAP11YI3eeorjQri7l)

<table><thead><tr><th width="163.33333333333331">Input / Output</th><th width="142"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>CameraBase</code> target actor.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>Return Value</td><td>The <code>ECameraAimComponent</code> owned by the target camera.</td></tr></tbody></table>

## GetFollowComponentOfClass

Get FollowComponent onwed by this camera and cast it to a given follow component class.

<div align="left"><figure><img src="/files/vQ1W5NR66ixQHGj2VXp9" alt=""><figcaption></figcaption></figure></div>

<table><thead><tr><th width="163.33333333333331">Input / Output</th><th width="142"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>CameraBase</code> target actor.</td></tr><tr><td></td><td>Follow Class</td><td>Follow component class.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>Return Value</td><td>The <code>FollowComponent</code> of the given Follow Class owned by the target camera.</td></tr></tbody></table>

## GetAimComponentOfClass

Get AimComponent onwed by this camera and cast it to a given aim component class.

<div align="left"><figure><img src="/files/2tRgRuVQJ4cFaNBxJs7x" alt=""><figcaption></figcaption></figure></div>

<table><thead><tr><th width="163.33333333333331">Input / Output</th><th width="142"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>CameraBase</code> target actor.</td></tr><tr><td></td><td>Aim Class</td><td>Aim component class.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>Return Value</td><td>The <code>AimComponent</code> of the given Aim Class owned by the target camera.</td></tr></tbody></table>

## GetCameraComponent

Get the `CameraComponent` owned by this camera.

![](/files/N2ttQqwC6FO9VGhxJNQC)

<table><thead><tr><th width="163.33333333333331">Input / Output</th><th width="148"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>CameraBase</code> target actor.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>Return Value</td><td>The <code>CameraComponent</code> owned by the target camera.</td></tr></tbody></table>

## GetExtensionOfClass

Get a particular extension. Return null if no such extension is found.

![](/files/0RQqRUBg2O8yJM2Z3OBT)

<table><thead><tr><th width="163.33333333333331">Input / Output</th><th width="148"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>CameraBase</code> target actor.</td></tr><tr><td></td><td>ExtensionClass</td><td>The extension class you want to extract.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>Return Value</td><td>The extension instance of your interest in this camera. Can be null.</td></tr></tbody></table>

## GetFollowTarget

Get follow target of this camera.

![](/files/HfASqNWpxfgbVWHnTvcT)

<table><thead><tr><th width="163.33333333333331">Input / Output</th><th width="148"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>CameraBase</code> target actor.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>Return Value</td><td>The follow target.</td></tr></tbody></table>

## GetAimTarget

Get aim target of this camera.

![](/files/np51hp7XLd6JPDFdI7Rw)

<table><thead><tr><th width="163.33333333333331">Input / Output</th><th width="148"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>CameraBase</code> target actor.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>Return Value</td><td>The aim target.</td></tr></tbody></table>

## SetFollowAndAimWithBlend

Set current camera's follow target OR aim target with blend. Can optionally feed socket and scene component. Implementation-wise, this function calls a new camera and returns it.

![](/files/yBjGo1VKWtoamySuN0JX)

<table><thead><tr><th width="156.33333333333331">Input / Output</th><th width="177"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>The input camera. Usually the current active one.</td></tr><tr><td></td><td>ResetFollowTarget</td><td>Use a new follow target. You should feed in a valid follow target below.</td></tr><tr><td></td><td>ResetFollowSocket</td><td>Use a new follow target. You should feed in a valid follow target below.</td></tr><tr><td></td><td>ResetFollowSceneComponent</td><td>Use a new follow scene component. You should feed in a valid follow scene component below.</td></tr><tr><td></td><td>ResetAimTarget</td><td>Use a new aim target. You should feed in a valid aim target below.</td></tr><tr><td></td><td>ResetAimSocket</td><td>Use a new aim socket. You should feed in a valid aim socket below.</td></tr><tr><td></td><td>ResetAimScene<br>Component</td><td>Use a new aim scene component. You should feed in a valid aim scene component below.</td></tr><tr><td></td><td>FollowTarget</td><td>The new target actor passed into the follow component.</td></tr><tr><td></td><td>AimTarget</td><td>The new target actor passed into the aim component.</td></tr><tr><td></td><td>FollowSocket</td><td>Follow socket name. If specified, will use this socket's transform instead of the follow target's. Should be careful of the socket's rotation.</td></tr><tr><td></td><td>AimSocket</td><td>Aim socket name. If specified, will use this socket's transform instead of the aim target's. Should be careful of the socket's rotation.</td></tr><tr><td></td><td>Follow Scene Component</td><td>Follow scene component. If specified, will use this component's transform instead of the follow target's. It's your duty to ensure it's valid and paired with FollowTarget.</td></tr><tr><td></td><td>Aim Scene Component</td><td>Follow scene component. If specified, will use this component's transform instead of the aim target's. It's your duty to ensure it's valid and paired with AimTarget.</td></tr><tr><td></td><td>InBlendTime</td><td>Blend-in time used for transitioning from the current active camera to the new camera.</td></tr><tr><td></td><td>InBlendFunc</td><td>Which type of blend function to use.</td></tr><tr><td></td><td>InBlendExp</td><td>Blend exponential.</td></tr><tr><td></td><td>bInLockOutgoing</td><td>If true, lock outgoing viewtarget to last frame's camera position for the remainder of the blend.</td></tr><tr><td></td><td>bInIsTransitory</td><td>Whether the called camera is transitory. If true, it will be automatically terminated after LifeTime seconds.</td></tr><tr><td></td><td>InLifeTime</td><td>The life time of the called camera if it is transitory.</td></tr><tr><td></td><td>bInPreserveState</td><td>Whether the incoming camera tries to preserve outgoing camera's location and rotation. If you specified SpawnLocation and SpawnRotation, you should switch this off.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>Returned Value</td><td>The called camera.</td></tr></tbody></table>


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