# CraneFollow

CraneFollow places camera on a given crane. You can set different modes to move camera.

Before using this component, you need to first add a crane actor to your level. Click "Add"->"All Classes" and search for "Crane", select the "Camera Rig Crane" actor and place it in level anywhere you want.

<figure><img src="https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FWLOiIFBYhpNRr2NQcPMv%2Fadd-crane.png?alt=media&#x26;token=9b014752-09fb-407e-9c64-85c2e9530803" alt=""><figcaption></figcaption></figure>

<figure><img src="https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FoQ7mk4OG8MxbGi3Yfw4F%2Fcranefollow.png?alt=media&#x26;token=26bbd7a8-4d52-4df5-8482-1381b681f217" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th width="143.33333333333331">Parameter</th><th width="133"></th><th>Description</th></tr></thead><tbody><tr><td>Crane</td><td></td><td>The crane on which the camera is placed. You must specify a valid crane actor to this property or this component will not execute correctly.</td></tr><tr><td>Lock Orientation to Outwards</td><td></td><td>Whether the orientation of camera should aligh with the crane outward direction (from crane origin to camera position). If you enable this, you should not use any aim component, otherwise it will override this property.</td></tr><tr><td>Follow Type</td><td></td><td>How do you want the camera to move on rail. <em>Follow Target</em> enforces camera to the target actor with offset applied. <em>Fixed Speed</em> pushes camera to move at a fixed speed. <em>Manual</em> requires you to set key points on crane and then camera will move to these key points in the order you specify.</td></tr><tr><td>Follow Offset</td><td></td><td>World space offset applied to the target actor. Only editable when <em>Follow Type</em> is <em>Follow Target</em>.</td></tr><tr><td>Lock Arm Length</td><td></td><td>Whether to local arm length. Only editable when <em>Follow Type</em> is <em>Follow Target</em>.</td></tr><tr><td>Lock Yaw</td><td></td><td>Whether to local crane yaw. Only editable when <em>Follow Type</em> is <em>Follow Target</em>.</td></tr><tr><td>Lock Pitch</td><td></td><td>Whether to local crane pitch. Only editable when <em>Follow Type</em> is <em>Follow Target</em>.</td></tr><tr><td>Start Position</td><td></td><td>Crane starting position of arm length, yaw and pitch. Only editable when <em>Follow Type</em> is <em>Fixed Speed</em>.</td></tr><tr><td>Duration</td><td></td><td>Duration respectively for arm length, yaw and pitch to alter. Set as 0 for infinite move. Only editable when <em>Follow Type</em> is <em>Fixed Speed</em>.</td></tr><tr><td>Speed</td><td></td><td>How fast (per second) crane arm length, yaw and pitch moves. For arm length, unit is cm, for yaw and pitch, unit is angle. Can be negative. Only editable when <em>Follow Type</em> is <em>Fixed Speed</em>.</td></tr><tr><td>Manual Key Points</td><td></td><td>A starting position on crane and a set of key points defining the destination position on crane and blend settings. Only editable when <em>Follow Type</em> is <em>Manual</em>.</td></tr><tr><td></td><td>Start Position</td><td>Where should camera start on crane. Respectively for arm length, yaw and pitch.</td></tr><tr><td></td><td>Position</td><td>Destination position on crane of current key point. Respectively for arm length, yaw and pitch.</td></tr><tr><td></td><td>Blend Time</td><td>How long does it take to blend from previous key point to this one.</td></tr><tr><td></td><td>Blend Func</td><td>The function used for blending.</td></tr><tr><td></td><td>Duration</td><td>How long does camera stay at this key point.</td></tr><tr><td></td><td>Forward Yaw</td><td>Going forward or backward for yaw.</td></tr><tr><td></td><td>Forward Pitch</td><td>Going forward or backward for pitch.</td></tr><tr><td>Reset on Resume</td><td></td><td>If transitioning from other cameras to this camera, whether to reset all variables and have camera move from scratch. For example, say you are using a <em>Manual</em> crane camera at first and disable <em>Reset on Resume</em>. When camera temporarily blends to another and then blends back, the camera will continue at where it is interrupted by that temporary cut.</td></tr><tr><td>Follow Target</td><td></td><td>The following target actor. You should specify it in node <code>CallCamera</code> in blueprint.</td></tr><tr><td>Follow Offset</td><td></td><td>The offset camera tries to keep with respect to the target actor.</td></tr><tr><td>Socket Name</td><td></td><td>Optional SocketName. lf this socket can be found, its transform will be used. You should be very CAREFUL of the socket's rotation, sincethe final location is based on the local space. DOES NOT apply to OrbitFollow and CraneFollow.</td></tr><tr><td>Stage</td><td></td><td>Stage at which this component is executed. You can only change this property at the "Class Defaults" window.</td></tr></tbody></table>
