> For the complete documentation index, see [llms.txt](https://forrgit.gitbook.io/advanced-third-person-camera/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://forrgit.gitbook.io/advanced-third-person-camera/setup.md).

# Setup

## Quick Setup Video: [Link](https://www.youtube.com/watch?v=sI9h4YFawTo)

## Full setup

1. ### Add [`ATPCComponent`](/advanced-third-person-camera/advanced-camera-techniques/atpccomponent.md) to your pawn
   1. Add `UATPCComponent`to 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<br>
3. ### Creating [Camera Mode Data Assets](/advanced-third-person-camera/advanced-camera-techniques/camera-modes.md)

   \
   **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.).<br>
4. ### Configuring Camera Modes

   \
   **Within the Data Asset:**

   1. **Camera Mode Tag:** Assign a unique [GameplayTag ](https://dev.epicgames.com/documentation/en-us/unreal-engine/using-gameplay-tags-in-unreal-engine)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.<br>
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.<br>
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.
