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
Powered by GitBook
On this page
  1. Showcases

Boss Battle Camera

PreviousIntegrating with Gameplay Ability System (GAS)NextGroup Aim Camera

Last updated 10 months ago

A boss battle camera is an essential part of a camera system. Most action games have intense boss battles where players fight against a powerful boss. The camera, should simultaneously frame the boss (aim target) and the player character (follow target) on screen. You can use ScreenFollow and TargetingAim to create such a boss battle camera.

  1. Right click on Content Browser -> "Blueprint Class" -> create a "ECameraBase" class.

  2. Open the class blueprint, select the "Camera Settings Component" and on the "Details" panel, expand the "ECamera" section.

  3. Choose ScreenFollow for "Follow Component", and TargetingAim for "Aim Component".

  4. Set the properties in these two components, such as "Camera Distance", "Damp Params" and "ScreenOffset".

  5. (Optional) You can add a Extension on the "Extensions" section. This extension resolves occlusion in the camera sight direction.

  6. In the blueprint where you want to call this camera, invoke the "CallCamera" node and pass in the "Camera Class", "Follow Target" and "Aim Target". You can also specify "Blend Time", "Blend Func" and "Blend Exp" if you want smooth blending in.

ResolveOcclusion