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

Orbit Camera

PreviousGroup Aim CameraNextRail Camera

Last updated 1 year ago

Sometimes you want to look around the target actor in an orbital way. Then you can use the OrbitFollow plus ControlAim to define orbits with different heights and radii and control camera position on orbits.

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

  4. In OrbitFollow, you should add several orbits as well as the "Blend Func" which is used to interpolate orbit radii at different heights. In ControlAim, you can set the "Recentering Params", "Horizontal Heading", and horizontal/vertical speed multiplier.

  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" and "Follow Target". You do not need to specify "AimTarget" as ControlAim only receives player input. You can also specify "Blend Time", "Blend Func" and "Blend Exp" if you want smooth blending in.

ResolveOcclusion