Well let me rewrite and add some detail:
I’m working with the new Gameplay Camera System in Unreal Engine 5.5 (experimental feature), and I’m trying to control camera blend behavior between first-person and third-person rigs using Gameplay Tags and Conditions.
What I’m trying to do:
- Swap between
firstPerson
andthirdPerson
rigs instantly (0s linear blend). - Ensure smooth 1s transitions only when swapping between similar perspectives:
firstPerson
→firstPerson
thirdPerson
→thirdPerson
- I’m using Gameplay Tags like
firstPerson
andthirdPerson
assigned to the rigs. - In the Camera Mode Blends table, I’m trying to set up Conditions to control the transition behavior.
My problem:
- The conditions do not seem to work as intended.
- Whether I use the tags or not, all transitions either:
- Blend smoothly (even when I want them to cut), or
- Cut instantly (even when I want a smooth transition).
- I tested this in the Motion Matching example project, editing the
CameraAsset_SandboxCharacter
blueprint. - Tried setting conditions like:
- Only “far” rigs use Linear blend with 0s duration.
- Other rigs use Smooth blend with 1s duration.
- But tags and rig comparisons don’t seem to drive the blend behavior at all.
Things I tried:
- Creating and assigning the tags in the rig assets.
- Configuring blend conditions in the Camera Mode asset.
- With and without Gameplay Tags – same behavior.
- Setting different blend profiles directly on the rigs themselves.
- Watching logs and debugging the camera actor – no errors, just incorrect blending.
My Questions:
- Are the Gameplay Tag-based Conditions even functional right now in UE5.5’s Camera System?
- Is there a working example of conditional blending between rigs using tags or rig type?
- Am I misunderstanding how to structure the conditions for blend logic?
Extra context:
- Engine version: Unreal Engine 5.5 (Motion Matching example project)
- Asset:
CameraAsset_SandboxCharacter
- I spent weeks trying different combinations and searching forums/documentation, but found nothing conclusive.
- Any help or pointers (even confirming it’s broken) would be appreciated!