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

Group Aim Camera

PreviousBoss Battle CameraNextOrbit Camera

Last updated 1 year ago

Boss battle camera only frames one aim target. If you want to frame multiple aim targets, you can use a GroupActor to achieve your goal.

  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". Set their properties.

  4. Add a Resolve Group Actor Extension on the "Extensions" section, and set the properties accordingly.

  5. (Optional) You can add a Extension on the "Extensions" section. This extension resolves occlusion in the camera sight direction. But note this component should be at the last stage at which the camera pipeline executes., i.e., this component should be executed after all other components.

  6. Add a ECamera Group Actor actor into the level, and place it anywhere you want.

  7. Click the actor and expand the "GroupActor" section on the "Details" panel, add as many target actors as you want to frame.

  8. Tune each target actor's Weight, Width and Height. Select a proper Group Location Method the parameters below.

  9. 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". The "Aim Target" should be the group actor you just add to the level. You can also specify "Blend Time", "Blend Func" and "Blend Exp" if you want smooth blending in.

ResolveOcclusion