Cam Manager
How to work with the GS_PhantomCam manager — enabling and disabling the camera system, and responding to active camera changes.
How to work with the GS_PhantomCam manager — enabling and disabling the camera system, and responding to active camera changes.
Concept primer for the PhantomCam channel system — what a channel is, which authoring tier to choose, and the pitfalls to know before authoring.
How to work with GS_CamCoreComponent — the rendering bridge that reads the dominant Phantom Camera each frame and drives the real camera entity.
Concept primer for composing camera behavior from Body, Aim, and Additive stages on a single Phantom Camera component.
How to configure a Phantom Camera — priority, target, lens, stage composition, and snap / focus state.
One-checkbox author surface for cam-to-cam pose handoff during blends. When to enable it, what each body type does with it, and the common authoring gotcha.
How to author .camblendprofile assets to control camera transitions — duration, easing, blend shape, pivot source, and the inherit-state toggle.
Author guide for camera shake — the two noise additive stages, preset library, gameplay-code impulse triggering, and the Stable-vs-Final pose readback rule.
Author guide for GroupTargetComponent — weighted-centroid focal entity. Common use cases, centroid modes, runtime subject management, and pitfalls.
How GlobalCameraInfluenceComponent and CameraInfluenceFieldComponent shift camera priority globally or within spatial trigger volumes — types, priority stacking, channel-aware routing.
Author guide for tug-field cinematic pulls — three-component model, PhysX layer setup, channel filtering, tuning, and pitfalls.
Priority-based virtual camera management — composable stage pipeline, channel-aware instancing, blend profiles, and spatial influence fields.
Priority-based virtual camera framework — composable stage pipeline, channel-aware instancing, blend profiles, influence fields, group targets, tug fields, and noise.