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Advanced Third Person Camera
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Setup

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Last updated 1 year ago

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Quick Setup Video:

Full setup

  1. Add to your pawn

    1. Add UATPCComponentto your pawn

    2. Attach/Reattach ue CameraComponent and others child components from the former SpringArmComponent to the new ATPCCameraComponent within the constructor.

  2. Creating Camera Mode Data Assets

  3. Creating

    In the Content Browser:

    1. Right-click and choose "Miscellaneous > Data Asset".

    2. Select ATPCCameraModeDataAsset as the asset class.

    3. Name your Data Asset appropriately (e.g., "CameraMode_Default", "CameraMode_Aiming", etc.).

  4. Configuring Camera Modes

    Within the Data Asset:

    1. Camera Mode Tag: Assign a unique to identify this camera mode. Use descriptive names for easy reference (e.g., "Camera.Mode.Default", "Camera.Mode.Aiming").

    2. Camera Mode Settings: Expand the "Camera Mode Settings" section. This section holds all the configuration options for the camera's behavior.

    3. Customize Each Section:

      • Go through each section: Location, Rotation, FOV, Fading, Follow Terrain, Camera Shakes, and Lock On Target.

        • Adjust the settings within each section to create your desired camera behavior for this particular mode. Refer to the "Camera Mode Configuration" section of the main documentation for a detailed explanation of each parameter.

  5. Assigning Camera Modes to the Component

    1. Open your character Blueprint.

    2. Select your ATPCCameraComponent in the Components panel.

    3. In the Details panel, locate the "ATPC" category and find the "Camera Modes Assets" array.

    4. Add your created Camera Mode Data Assets to this array.

  6. Setting the Default Camera Mode

    1. In the Details panel of your ATPCCameraComponent, find the "Default Camera Mode Tag" property.

    2. Set this property to the GameplayTag you assigned to the Camera Mode you want to use by default.

Link
ATPCComponent
Camera Mode Data Assets
GameplayTag