Cam Manager
Camera system lifecycle controller — registration, priority evaluation, target assignment, and influence management for all phantom cameras.
Camera system lifecycle controller — registration, priority evaluation, target assignment, and influence management for all phantom cameras.
A player-controlled orbit phantom camera type — planned for a future release.
The runtime camera driver — applies phantom camera position, rotation, and FOV to the real camera with blend interpolation.
A phantom camera that maintains a fixed orbital position around its target — no player input, fixed distance and angle.
How to work with the GS_PhantomCam manager — enabling and disabling the camera system, and responding to active camera changes.
A first-person phantom camera type — planned for a future release.
Virtual camera components with priority-based selection, follow/look-at targets, offsets, and specialized camera behavior types.
Data assets defining camera transition behavior — blend duration, easing curves, and per-camera-pair transition overrides.
How to configure and use GS_PhantomCameraComponent — priority, targets, data fields, and the available camera behavior types.
How to work with GS_CamCoreComponent — the rendering bridge that reads the dominant Phantom Camera each frame and drives the real camera entity.
Global and spatial camera influence components — priority modifiers that affect phantom camera selection without changing base priorities.
How to create and use GS_PhantomCamBlendProfile assets to control transition timing, easing, and interpolation between Phantom Cameras.
How to use GlobalCameraInfluenceComponent and CameraInfluenceFieldComponent to apply dynamic camera modifications globally or within spatial zones.
ClassWizard templates for GS_PhantomCam — custom phantom camera behaviour components.