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. Showcases

First Person Shooter Camera

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Last updated 1 year ago

Fisrt person shooter camera is common even in non-FPS games. With ComponentCameraSystem you can easily create a first person shooter camera using the SimpleFollow and ControlAim components.

  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 SimpleFollow for "Follow Component", and ControlAim for "Aim Component".

  4. In SimpleFollow, you should first set the Socket Name property. In the official Third Person Shooter template, you can use the "neck_01" socket. Then set Follow Type to Local Space. Last you should set an appropriate follow offset, avoiding camera penetration into the model.

  5. In ControlAim, enable Sync Yaw To Aim Target to replicate camera rotation to the aim target, so that you can use it to rotate character in accordance with camera.

  6. Go to your character's blueprint, disable Orient Rotation to Movement in the "Character Movement" component.

  7. In the blueprint where you want to call this camera, invoke the "CallCamera" node and pass in the "Camera Class" and "Follow Target". You MUST specify the same actor to parameter Sync Yaw To Aim Target requires the aim target not to be null. You can also specify "Blend Time", "Blend Func" and "Blend Exp" if you want smooth blending in.