> 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/third-person-framing-camera.md).

# Third Person Framing Camera

Third person framing camera frames a target actor at a fixed position on screen and receives player input to manipulate camera position and orientation.

<figure><img src="/files/RXec6q8trSI1R57kAL64" 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 *ScreenFollow* for "Follow Component", and *ControlAim* for "Aim Component". Set their properties.
4. 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.
