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Influence Fields

How GlobalCameraInfluenceComponent and CameraInfluenceFieldComponent shift camera priority globally or within spatial trigger volumes — types, priority stacking, channel-aware routing.

Influence Fields modify the effective priority of Phantom Cameras without changing their base priority values. Two types are available: global components that apply for their entire active lifetime, and spatial components that apply only while an entity is inside a PhysX trigger volume.

In multi-player / multi-channel projects, the spatial form is channel-aware — the influence is routed to the channel that owns the entity that triggered it, so player 1 walking into a field does not affect player 2’s cameras.

For step-by-step composition recipes (boost a cam inside a room, always-on cinematic boost), see the recipes collection.

Influence Field Configurations (Recipes) API

For component properties, the bus signature, and C++ extension guide, see the Framework API reference.

Camera Influence Field component in the O3DE Inspector

 

Contents


Types of Influence Fields

ComponentScopeWhen it applies
GlobalCameraInfluenceComponentGlobalActive for the component’s entire lifetime. Typically placed on the StageData entity so the influence is scoped to a level.
CameraInfluenceFieldComponentSpatialActive while an entity (typically a player) is inside the field’s PhysX trigger volume. Channel-aware.

Both use a CamInfluenceData record to describe what they modify (camera name + influence magnitude). Multiple fields can be active simultaneously — their effects stack additively.


Priority Stacking

When multiple influences are active on the same camera within a channel, their values sum with the cam’s base priority. This lets you build layered authoring:

  • A general fallback priority on the cam itself.
  • A stage-wide global influence that boosts a cinematic cam for the level.
  • A spatial field that boosts further when the player enters a specific room.

The same cam gets base + global + spatial = effective priority during arbitration. Exiting the spatial field drops the spatial term; ending the stage drops the global term.


Channel Routing

The influence bus signature carries two entity arguments:

ArgumentMeaning
sourceEntityThe field volume itself (the entity emitting the influence). Used as the per-channel storage key — multiple overlapping fields applied to the same channel don’t collide.
targetEntityThe entity that triggered the influence (typically the player unit that walked into the trigger). Used as the routing key — the Cam Manager looks up which channel owns this entity.
Resolution resultBehavior
Target is bound to a channelInfluence is stored in that channel’s priority table. Only that channel’s arbitration sees the boost.
Target is not bound to any channelInfluence is silently dropped.

This gives clean isolation between players in co-op. A CameraInfluenceFieldComponent triggered by player 1 only affects player 1’s cameras; player 2’s view is unaffected. It also gives natural behavior for non-player triggers — an enemy walking into a player-cam field doesn’t influence anything.

Global influence in multi-channel projects

GlobalCameraInfluenceComponent has no specific target. In multi-channel projects, the global form currently routes through channel 0 as a fallback. For per-channel global influences, author one Global component per channel that you want to affect.


Quick Reference

NeedComponentHow
Always-on priority boost for a levelGlobalCameraInfluenceComponentAdd to the StageData entity. Scopes the influence to the stage lifecycle.
Priority boost inside a spatial zoneCameraInfluenceFieldComponentAdd with a PhysX trigger collider. Entity entering the volume triggers the boost.
Per-player isolation in co-op(automatic)CameraInfluenceFieldComponent routes by the entity that crossed the trigger — only that entity’s channel sees the boost.
Multiple overlapping fields on the same cam(automatic)Each field is keyed by its source entity, so overlaps stack additively without colliding.

Glossary

TermMeaning
Influence FieldA component that adjusts camera priority dynamically without modifying the cam’s base priority.
Priority StackingInfluences sum with the base priority during arbitration — multiple active influences on the same cam add their values.
Global InfluenceAn unconditional priority modifier active for the component’s lifetime.
Spatial InfluenceA volume-based modifier active while an entity is inside the PhysX trigger volume.
Source EntityThe field volume entity, used as the per-channel storage key.
Target EntityThe entity that triggered the influence, used as the routing key (channel lookup).

For full definitions, see the Glossary.


See Also

Recipes:

Framework API:

Related basics pages:

Related utilities:


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