Camera Volumes

What are Camera Volumes?

Camera Volumes are specialized Actor objects you place in your level to define regions where a particular camera mode should be active. They act as invisible triggers, detecting when the player character (or other specified actors) enters or exits their boundaries. When triggered, they seamlessly activate the designated camera mode, creating a smooth transition between different camera styles.

Configuring Camera Volumes

1. Placing the Volume:

  • Drag and drop an AATPCCameraVolume actor from the "Modes" panel in the editor into your level.

  • Position and scale the volume to encompass the desired area where the specific camera mode should be active. For example, you might create a Camera Volume around a narrow corridor to trigger a more claustrophobic camera mode or around a vehicle to activate a driving camera.

2. Setting Key Properties:

  • Camera Mode Tag: The most crucial setting is the "Camera Mode Tag." This property determines which camera mode will be activated when an actor enters the volume. Choose the appropriate Gameplay Tag that identifies the desired camera mode.

  • Interpolation: The "bChangeCameraModeWithInterp" property controls whether the camera mode transition is interpolated (smooth) or instant. Enabling interpolation creates a more visually appealing and less jarring experience.

  • Actor Filtering: You can optionally limit which actors can trigger the Camera Volume using the "bCheckFilterActorClassWithCamera" and "FilterActorClassesWithCamera" settings.

    • Enable "bCheckFilterActorClassWithCamera" to activate filtering.

    • Add the specific actor classes you want to trigger the volume to the "FilterActorClassesWithCamera" array. This is particularly useful for creating volumes that only affect the player character or specific types of vehicles or NPCs.

Practical Use Cases

Camera Volumes offer a wide range of possibilities for enriching your gameplay and level design:

  • Context-Sensitive Behaviors: Create camera modes tailored to specific environments or gameplay scenarios. For example:

    • Aiming Mode: Use a Camera Volume around shooting ranges or cover points to automatically switch to a more precise aiming camera.

    • Driving Mode: Activate a dedicated driving camera when the player enters a vehicle.

    • Cinematic Sequences: Trigger cinematic camera angles or movements when the player enters designated areas.

    • Environmental Storytelling: Use Camera Volumes to emphasize specific locations or objects, guiding the player's attention and enhancing immersion.

  • Seamless Transitions: Smoothly blend between different camera styles without requiring explicit player input, creating a more natural and immersive experience.

  • Level Design Enhancement: Utilize Camera Volumes to create visual variety and enhance the overall flow of your level design.

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