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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MixingCameraExtension

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Last updated 1 year ago

This is an extension used to mix several sub-cameras included in this extension. The camera's location and rotation are fully determined by these weighted sub-cameras. Though, you can still explicitly specify a follow component or aim component to override location or rotation.

Parameter
Description

Camera Classes

List of cameras types that will be instantiated, along with optional follow target and aim target. Cannot be changed once instantiated.

Camera Class

Camera class. You cannot place a AEMixingCamera here!

Follow Target

Optional soft follow target. Specified in blueprint or instance.

Follow Target Type

Optional follow target type. If FollowTarget is null, try to find actor of this type.

Aim Target

Optional soft aim target. Specified in blueprint or instance.

Aim Target Type

Optional aim target type. If AimTarget is null, try to find actor of this type.

Weights

List of weights controlling each camera's contribution. Each weight can be arbitrary value, but it's recommended to normalize the weights and update them in blueprint.

Weight Update Scheme

Schemes to update mixing camera's weights. Cannot be changed once instantiated.

Average

Weights are equally distributed.

Manual

Update weights in blueprint using your own custom scheme.

Mix Scheme

Schemes to mix camera's position and rotation. Cannot be changed once instantiated.

PositionOnly

Only mix camera's position.

RotationOnly

Only mix camera's rotation.

Both

Mix both camera's position and rotation.

Mix Rotation Method

Trivial

Trivially mix rotations. Simple weighted average. May cause sudden jump.

Eigenvalue

Matrix decomposition to find the largest eigenvalue. Smooth but at a high efficiency cost.

Circular

Use smoothed circular mean to average angles.

Circular Epsilon

Parameter used in the Circular rotation scheme to control the smoothness of rotation average.

Reference the page to learn calling and using MixingCamera.

Mixing Cameras