Cam Manager
Camera system lifecycle controller — channel registry, per-channel priority arbitration, group target registry, influence routing, dispatch overrides, and active main-view selection.
Camera system lifecycle controller — channel registry, per-channel priority arbitration, group target registry, influence routing, dispatch overrides, and active main-view selection.
The runtime camera driver — applies phantom camera state to the real camera with blend interpolation, mid-blend interrupt correction, state inheritance handoff, and orbital blend shapes.
PhantomCam channel system — per-player viewpoint slots, scope enum, ChannelStampComponent, rig spawn lifecycle, cross-channel dispatch, active main-view selection.
Body stage catalog — DefaultFollowBody, OrbitBody, DynamicOrbitBody, LeadingFollowBody, TrackBody. Each variant’s kinematic model, authored fields, and state-inheritance support.
How to work with the GS_PhantomCam manager — enabling and disabling the camera system, and responding to active camera changes.
The base virtual camera component — priority, target routing, lens, channel scope, snap and focus state, and the composable Body / Aim / Additive stage pipeline.
Step-by-step recipes for the GS_PhantomCam virtual camera system — composing cams from stages, configuring noise, tug fields, group targets, influence fields, and the channel tier system.
Concept primer for the PhantomCam channel system — what a channel is, which authoring tier to choose, and the pitfalls to know before authoring.
The composable per-tick pipeline each Phantom Camera runs — Body, Aim, Reposition additives, Noise additives. Stage interfaces, CameraState accumulator, target routing, decoupled-ideal pattern, init contract.
Aim stage catalog — DefaultLookAtAim, ClampedLookAim. Aim-origin convention, decoupled ideal rotation, extension points.
Data assets defining camera transition behavior — blend duration, easing curves, blend shape, pivot source, and state inheritance per camera pair.
How to work with GS_CamCoreComponent — the rendering bridge that reads the dominant Phantom Camera each frame and drives the real camera entity.
PhantomCam cam-to-cam pose handoff protocol — CamPoseSnapshot universal trait, m_inheritState blend toggle, per-body-stage Get/Adopt implementations, ANGULAR vs POSITION mode, consumedAdoption gate.
Concept primer for composing camera behavior from Body, Aim, and Additive stages on a single Phantom Camera component.
Additive stage catalog — collision and tug listener Reposition stages, Perlin and Impulse Noise stages. Phase semantics, composition rules, per-variant fields.
Global and spatial camera influence components — priority modifiers that affect phantom camera selection without changing base priorities. Channel-aware routing via target entity.
Mid-blend interrupt correction window — m_interruptCorrection, T_start / T_natural derivation, snapshot Y-blend. Prevents velocity discontinuities when a new blend starts before the current one finishes.
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.
GroupTargetComponent — weighted-centroid focal entity. Computes a centroid from a subject list and writes it to its own transform. Phantom Cameras point at it like any other target.
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.
CameraNoiseProfile (.camnoiseprofile) — reusable Perlin-noise shape asset for camera shake, handheld feel, and event-triggered impulses.
Spatial cam-pose reposition system — CameraTugVolumeComponent, CameraTugSourceComponent, TugFieldProxyComponent, TugAimListener, TugBodyListener. Decoupled volume / source / proxy, PhysX layer-gated, no central registry.
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.
CameraOrbitShape (.camorbit) — parametric orbit-surface asset for DynamicOrbitBody. Three-band power-bulge family with arc-length reparameterization for constant spatial speed.
Author guide for tug-field cinematic pulls — three-component model, PhysX layer setup, channel filtering, tuning, and pitfalls.
GS_CameraInputReaderComponent and OrbitInputProvider bus — translates input profile events into per-tick yaw / pitch deltas for DynamicOrbitBody. Per-axis Axis vs Delta style, sensitivity, buffer drain, ResetPendingInput invariant.
ClassWizard templates for GS_PhantomCam — custom phantom camera behaviour components.