> 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/orbit-camera.md).

# Orbit Camera

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.

<figure><img src="/files/7em25cQBffOelKPrP6uF" 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 *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 [ResolveOcclusion](/manuals-of-ccs/camera-components/extension-components/resolveocclusionextension.md) *Extension* on the "Extensions" section. This extension resolves occlusion in the camera sight direction.&#x20;
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.
