Cam Core

How to work with GS_CamCoreComponent — the rendering bridge that reads the dominant Phantom Camera each frame and drives the real camera entity.

Cam Core is the rendering bridge between the Phantom Camera system and the actual O3DE camera entity. GS_CamCoreComponent runs on tick, reads the dominant Phantom Camera’s configuration each frame, and writes position, rotation, and field of view directly to the camera entity that the renderer uses. Phantom Cameras define intent — Cam Core executes it.

For architecture details, component properties, and extending the system in C++, see the Framework API reference.

Cam Core component in the O3DE Inspector

 

Contents


What Cam Core Does Each Frame

On every tick, Cam Core follows this sequence:

StepWhat Happens
1 — Query active cameraReads the current dominant Phantom Camera from the Cam Manager.
2 — Read PhantomCamDataFetches the active camera’s position, rotation, FOV, and clip planes.
3 — Apply blendIf a blend is in progress, interpolates between the outgoing and incoming camera values.
4 — Write to real cameraPushes the resolved transform and FOV to the real O3DE camera entity.
5 — Broadcast positionFires UpdateCameraPosition on CamCoreNotificationBus so dependent systems receive the final camera location.

Because Cam Core owns the final write to the camera entity, it is also the correct insertion point for last-mile adjustments such as screen shake offsets, post-processing overrides, or recoil displacement — applied after blend resolution but before the frame renders.


Responding to Camera Position Updates

CamCoreNotificationBus broadcasts UpdateCameraPosition every frame with the resolved camera transform. Connect to this bus in any system that needs per-frame camera location data.

Use CaseWhy UpdateCameraPosition
Audio listener positioningFollow the camera without polling the camera entity.
LOD or culling controllersReceive camera position reliably after blend is applied.
Shadow caster updatesReact to camera movement each frame.
World-space UI anchoringKnow exactly where the camera landed after Cam Core processed its frame.

ScriptCanvas


Cam Core Setup

Cam Core requires exactly one GS_CamCoreComponent in the level, and a separate entity with an O3DE Camera component that Cam Core is configured to drive. The Camera entity is what the renderer uses — Cam Core holds a reference to it and writes to it each frame.

EntityRequired Components
Cam Core entityGS_CamCoreComponent
Camera entityO3DE CameraComponent (standard)

Assign the Camera entity reference in the Cam Core component’s properties in the editor. Both entities should be present in every level that uses the PhantomCam system.


Querying Cam Core State

Use CamCoreRequestBus to read the current camera state or set the camera entity reference at runtime:

ScriptCanvas

Cam Core state in Script Canvas


Quick Reference

NeedBusMethod / Event
Know the camera position each frameCamCoreNotificationBusUpdateCameraPosition(transform)
Get the real camera entity IDCamCoreRequestBusGetCameraEntity
Get the current resolved FOVCamCoreRequestBusGetCurrentFOV
Know when the active camera changesCamManagerNotificationBusSettingNewCam(newCamEntityId)

Glossary

TermMeaning
Cam CoreThe rendering bridge that reads the dominant Phantom Camera each frame and writes to the real O3DE camera
Blend ResolutionThe process of interpolating position, rotation, and FOV between outgoing and incoming cameras

For full definitions, see the Glossary.


See Also

For the full API, component properties, and C++ extension guide:

For related systems:


Get GS_PhantomCam

GS_PhantomCam — Explore this gem on the product page and add it to your project.