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

Only Follow Camera

PreviousStatic CameraNextOnly Aim Camera

Last updated 1 year ago

Using SimpleFollow's Axis Masks property, you can easily create a 2D-like camera which tracks location only on specified axes. For example, if your character is jumping on platforms and you want to ignore x-axis movement, then you can set the first element of Axis Masks as zero. But it is noteworthy that Axis Masks is applied in world space.

  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". You do not need to specify an aim component.

  4. In SimpleFollow, set Follow Type to World Space, and set Follow Offset that you want to keep with the target actor. More importantly, set Axis Masks, masking out the axis that you would like the camera to ignore.

  5. In the blueprint where you want to call this camera, invoke the "CallCamera" node and pass in the "Camera Class" and "Follow Target". It is mandatory to pass a location vector and a rotator to parameters SpawnLocation and SpawnRotation. The SpawnLocation should be the sum of target's location and the follow offset specified at Follow Offset. The SpawnRotation should be the direction you want the camera to look at. You can also specify "Blend Time", "Blend Func" and "Blend Exp" if you want smooth blending in. Ensure to disable Preserve State.