Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
23 results for Camera
Defines a viewpoint into the world. The active PlayerController's view comes from one camera at a time.
CalcCameraUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoOutputs are 'Location' and 'Rotation' — NOT ReturnValue. Used for line traces from camera.
GetPlayerViewPointUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: EventTick → GetActorLocation(TargetActor) → VInterpTo(CurrentCameraLocation, TargetLocation, DeltaSeconds, InterpSpeed) → SetActorLocation(Camera, Result). InterpSpeed 3-10 for smooth follow. Alternative: use SpringArmComponent with CameraLag enabled.
Pattern: BPI_Interactable interface with Interact(APawn* Caller) and GetInteractText(). Player Tick: GetPlayerCameraManager → GetCameraLocation/Rotation → LineTraceSingle(CamLoc, CamLoc + Forward*InteractDistance) → BreakHitResult → HitActor → DoesImplementInterface(BPI_Interactable) → True: show UI prompt, store as FocusedActor. Interact input → call Interact(Self) on FocusedActor.
Pattern in PlayerController or Character: EventTick → GetControlRotation → RInterpTo(Current=CurrentCameraRot, Target=ControlRotation, DeltaTime=DeltaSeconds, InterpSpeed=10.0) → SetControlRotation(NewRotation=InterpResult). OR: use SpringArmComponent with CameraLagSpeed and bEnableCameraLag=true for physics-based follow. RInterpTo: 'Current' and 'Target' are Rotators. DeltaTime from Tick's 'DeltaSeconds' output.
APlayerCameraManager method. Use ClientStartCameraShake on PlayerController.
Start Camera ShakeUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUCameraComponent method. Default 90.
Set Field Of ViewUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: GetPlayerController → GetPlayerViewPoint(outputs Location,Rotation) → GetForwardVector(Rotation) → Multiply_VectorFloat(A=Forward, B=TraceDistance) → Add_VectorVector(A=CameraLocation, B=Offset) → LineTraceByChannel(Start=CameraLocation, End=TraceEnd). GetPlayerViewPoint exec in='execute', exec out='then', outputs: 'Location' (Vector) and 'Rotation' (Rotator).
Pattern: Variables TargetArmLength(float), MinZoom(float)=200, MaxZoom(float)=2000, ZoomStep(float)=50, ZoomSpeed(float)=5. InputAxis MouseWheel: TargetArmLength = FClamp(TargetArmLength - AxisValue*ZoomStep, MinZoom, MaxZoom). Tick: SpringArm.TargetArmLength = FInterpTo(Current, TargetArmLength, DeltaSeconds, ZoomSpeed). FInterpTo provides smooth easing.