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

RailFollow

PreviousOrbitFollowNextCraneFollow

Last updated 10 months ago

FRailFollow places camera on a given rail. You can set different modes to move camera.

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

Then you may want to set up some of the spline properties. Select the rail actor and at the Details panel select the Rail Spline Component, you will see the properties under the Spline group. If you would like to show debug information, you can enable the Draw Debug option. If you would like close the spline, i.e., connecting the end point and the start point of the spline, you can enable the Closed Loop option.

Parameter
Description

Rail

The rail on which the camera is placed. You must specify a valid rail actor to this property or this component will not execute correctly.

Lock Orientation to Rail

Whether the orientation of camera should aligh with the rail (in the direction of tangent). 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 find the closest position on rail to the target actor. Fixed Speed pushes camera to move at a fixed speed. Manual requires you to set key points on rail and then camera will move to these key points in the order you specify.

Damping

Damping time to follow the target actor. Only editable when FollowType is FollowTarget.

MaxVelocity

Max velocity (absolute value) when FollowType is FollowTarget.

Start Position

A floating point number within [0,1] indicating the start position on rail. Only editable when FollowType is FixedSpeed.

Duration

Camera move duration. Set as 0 for infinite move. Only editable when FollowType is FixedSpeed.

Speed

Camera move speed (per second), in percentage of the overall rail length. Can be negative where camera moves backwards. Only editable when FollowType is FixedSpeed.

Loop

Whether to loop through the rail when camera reaches position 0 or 1. Only editable when FollowType is FixedSpeed.

Manual Key Points

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

Start Position

Where should camera start on rail. Must be within [0,1].

Position

Destination position on rail of current key point. Must be within [0,1].

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

Going forward or backward.

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 rail 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. Not applicable for this component.

Socket Name

Optional SocketName. If this socket can be found, its transform will be used. You should be very CAREFUL of the socket's rotation, since the 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.