> For the complete documentation index, see [llms.txt](https://sulleyyys-organization.gitbook.io/manuals-of-ccs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sulleyyys-organization.gitbook.io/manuals-of-ccs/showcases/boss-battle-camera.md).

# Boss Battle Camera

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.

<figure><img src="/files/2hcIaQ6pg5IpUVAjuv6n" alt=""><figcaption></figcaption></figure>

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 [ResolveOcclusion ](/manuals-of-ccs/camera-components/extension-components/resolveocclusionextension.md)*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.
