Enable the plugin and be up and running in just a few short steps
Pre-built sample content to accelerate integration
Copy from included sample camera styles and Blueprint examples to get started quickly
Design & Customization
AAA Action Game Feel
Buttery-smooth blending and smoothing/damping
Refined and responsive input controls
Real-time editing
Update camera styles in real-time while playing-in-editor - change a number, drag a slider, see the difference
Simple and familiar data-asset based interface
Integration with a free optional editor plugin (soon to be available on Fab) for an enhanced editing experience
Framerate independent tuning and deterministic behavior
Consistent behavior and feel - whether your game runs at 20 FPS or 200
Customizability and extension hooks everywhere
Every designer and director wants something a little different, every game has unique features and modes - the system has vast customizability depth to accommodate whatever you need
Modular Architecture
Build camera styles in componentized fashion using Traits
Traits included with the plugin cover a wide range of functionality
You can also write your own traits in C++ or Blueprint to add as much or little custom functionality as you like - without being either constrained by hard limits, or forced to re-write something that's already there
Gameplay & Cinematics
All of the basics covered
Attach to any target (built-in or user-defined; set by actor, interface, component, bone, or socket)
Offsets/booms/jibs in world-space/camera-space/target-relative-space
Look-at/constrain target to view-region
Framerate-independent smoothing/damping
FOV by angle or lens-equivalent; tune based on vertical or horizontal FOV in all supported versions
Smooth transitions/blending
Transition smoothly from anything to anything with behavior-independent blending (between RR camera styles, camera actors/components, hard-coded camera styles, etc.)
Advanced blend parameterization for fine-tuning with minimal effort
Advanced collision and follow behaviors
Smooth collision pull in/out
Drag with pitch-settle
Auto-rotation around corners (will be refined for the 1.0 launch)
Pop-in-front/push-aside and sample character-fade shading are also planned for 1.0
Sequencer integration
Smoothly transition to/from Sequencer
"Virtual constrained aspect ratio" support for blending in and out of constrained aspect ratios with minimal performance cost
"Spline cameras" are also planned for 1.0 (camera follows along a camera track, in relation to the player's progress along an associated player track)
Debugging & Development
Enhanced debugging tools
Informative camera debug display
Camera style debugger to visually see how camera output is composed
Professionally written
The creator of this plugin is a professional game software engineer and technical director, who has been building camera systems used in AAA games for nearly two decades, and which have been played by 10s of millions of players
Learnings from those systems were incorporated into the design of this plugin - and then taken further, to make this the most comprehensive and refined camera system he's created yet
Ship-worthy code and performance
Written to professional standards in C++ following the Unreal coding standard
Optimized for shipping games on a variety of platforms
Supports Unreal networking and split-screen
Integration & Compatibility
Built to integrate
Integrates smoothly with the built-in Unreal camera system, with minimal differences (your existing Unreal cameras will still work), so you have ultimate flexibility in setup
Integrates by default with your chosen Unreal input system, and all the hooks needed for modifying how the camera processes input are provided
Optional integration with Epic's new GameplayCameras system is planned prior to 1.0
The system can even integrate the output of other camera plugins, that are based on Unreal CameraActors and CameraComponents
Cross-platform, multi-version support
In early-access, plugin binaries are available for Windows editor + cooked with Unreal versions 4.25 to 5.6
Mac, Linux, iOS, and Android support are coming soon, and will be available prior to the 1.0 launch
Project/Studio Source licensees have access to all compiled versions of the plugin, and can also build their own for any platforms they want to support