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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  1. Camera Components
  2. Follow Components

CraneFollow

PreviousRailFollowNextAim Components

Last updated 10 months ago

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.

Parameter
Description

Crane

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.

Lock Orientation to Outwards

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.

Follow Type

How do you want the camera to move on rail. Follow Target enforces camera to the target actor with offset applied. Fixed Speed pushes camera to move at a fixed speed. Manual requires you to set key points on crane and then camera will move to these key points in the order you specify.

Follow Offset

World space offset applied to the target actor. Only editable when Follow Type is Follow Target.

Lock Arm Length

Whether to local arm length. Only editable when Follow Type is Follow Target.

Lock Yaw

Whether to local crane yaw. Only editable when Follow Type is Follow Target.

Lock Pitch

Whether to local crane pitch. Only editable when Follow Type is Follow Target.

Start Position

Crane starting position of arm length, yaw and pitch. Only editable when Follow Type is Fixed Speed.

Duration

Duration respectively for arm length, yaw and pitch to alter. Set as 0 for infinite move. Only editable when Follow Type is Fixed Speed.

Speed

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 Follow Type is Fixed Speed.

Manual Key Points

A starting position on crane and a set of key points defining the destination position on crane and blend settings. Only editable when Follow Type is Manual.

Start Position

Where should camera start on crane. Respectively for arm length, yaw and pitch.

Position

Destination position on crane of current key point. Respectively for arm length, yaw and pitch.

Blend Time

How long does it take to blend from previous key point to this one.

Blend Func

The function used for blending.

Duration

How long does camera stay at this key point.

Forward Yaw

Going forward or backward for yaw.

Forward Pitch

Going forward or backward for pitch.

Reset on Resume

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 Manual crane camera at first and disable Reset on Resume. When camera temporarily blends to another and then blends back, the camera will continue at where it is interrupted by that temporary cut.

Follow Target

The following target actor. You should specify it in node CallCamera in blueprint.

Follow Offset

The offset camera tries to keep with respect to the target actor.

Socket Name

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.

Stage

Stage at which this component is executed. You can only change this property at the "Class Defaults" window.