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

OrbitFollow

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Last updated 10 months ago

OrbitFollow cameras track the target actor in orbits defined at different heights and radii. You can define multiple orbits so that camera will move on the surface formed by these orbits. In most cases you should use ControlAim for the aim component.

Parameter
Description

Orbits

Orbits you can define for this component. Each orbit has two properties: Height and Radius. Height can be negative, relative to the target actor's root position. Radius is centered at the up direction of target actor.

Blend Function

The function to blend between orbits.

Damper

An aggregate damper consisting of three sub-dampers used to damp the X/Y/Z axis.

Damper X/Y/Z

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. Not applicable for this component.

Socket Name

Optional SocketName. lf this socket can be found, its transform willbe 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.

Sub-damper. You can choose a specific damper type for each axis. For a detailed introduction to damper, refer to .

Camera Dampers