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

ScreenFollow

PreviousFollow ComponentsNextSimpleFollow

Last updated 10 months ago

ScreenFollow tries to keep the following target at the fixed position on screen while maintaining a specified distance to the target. It only determines camera position, and does not involve camera orientation.

Parameter
Description

Camera Distance

Camera distance to the following position. The position is the target actor's world space position applied with offset.

Pitch Distance Curve

A curve used to adjust camera distance according to camera pitch. The x-axis range should be within [-90, 90]. When camera looks down, pitch is negative; when camera looks up, pitch is positive.

Adapt To Movement

Whether to adapt camera orientation to character movement.

Adapt To Movement Speed

Speed when adapting camera orientation to character movement.

Zoom Settings

A set of parameters controlling camera zooming. For ScreenFollow only.

Enable Zoom

Whether to enable zooming.

Zoom Action

The input action to receive zoom input, can be mouse wheels. Only receives 1D input. Ensure this action is correct. You should first create a InputAction of value type "Axis1D", and then bind it to the input mapping context. Set up the input keys to feed the input value to this input action. You may need to bind two keys, one for zooming in and the other for zooming out.

Distance Bounds

Min and max camera distance bounds when zooming in or out.

Speed

Zoom speed (per second) of camera distance when zooming in or out.

Damp Time

Zoom damp time.

Damper

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

Damper X/Y/Z

Screen Offset

The screen space position where the following position should be tracked. Default is (0,0), the center of screen. The X value is for X axis in screen space, and the Y value is for Y axis in screen space.

Adaptive Screen Offset Distance X

Distance range within which Screen Offset falls off to zero to avoid camera movement artifacts. The X value is the distance starting to degrade X-axis Screen Offset. The Y value is the distance where X-axis Screen Offset becomes zero, can be negative.

Adaptive Screen Offset Distance Y

Similar to Adaptive Screen Offset Distance X, but for the Y-axis Screen Offset.

Screen Offset Widht

Width of Screen Offset. Defines the X-axis range restricting the following position on screen.

Screen Offset Height

Height of Screen Offset. Defines the Y-axis range restricting the following position on screen.

Follow Target

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

Follow Offset

Offset applied to the target actor's position in its local space. That is, the orientation of the target actor might influence the resulting following position.

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.

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

Camera Dampers