# OrbitFollow

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.

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<table><thead><tr><th width="120.33333333333331">Parameter</th><th width="132"></th><th>Description</th></tr></thead><tbody><tr><td>Orbits</td><td></td><td>Orbits you can define for this component. Each orbit has two properties: <em>Height</em> and <em>Radius</em>. <em>Height</em> can be negative, relative to the target actor's root position. <em>Radius</em> is centered at the up direction of target actor.</td></tr><tr><td>Blend Function</td><td></td><td>The function to blend between orbits.</td></tr><tr><td>Damper</td><td></td><td>An aggregate damper consisting of three sub-dampers used to damp the X/Y/Z axis.</td></tr><tr><td></td><td>Damper X/Y/Z</td><td>Sub-damper. You can choose a specific damper type for each axis. For a detailed introduction to damper, refer to <a href="../../advanced-uses/camera-dampers">Camera Dampers</a>.</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. Not applicable for this component.</td></tr><tr><td>Socket Name</td><td></td><td>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.</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>
