Edge-based camera movement, How can I make it smoother/continuous?

Hey! Do you guys have any suggestions on how to make my camera movement smoother when around the edges of the screen? I’m trying to achieve something like League of Legends’s camera movement.


In many cases it’s enough to enable camera lag. Have you tried it?

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I have but it’s not the effect I want to achieve. I was looking for a way to apply both the upward and leftward movement at the same time when the mouse is at a corner, resulting in a diagonal camera motion. Thus making the camera “smoother/conitnuous”.

So it’s not about smoothness per se, you want specific direction. Let’s say this is our view and the green arrow is my cursor touching the top edge of the play area:

How should the camera move?

  • along the orange vector?
  • along the blue vector?
  • is it only the 100x100 corner that triggers diagonal movement? Or are values in-between also allowed - as in, the camera moves slightly to the right but mostly upwards in this example?

With the current implementation of the blueprints I’ve provided, the camera moves along the orange vector. What I aim to achieve is that when the cursor is near the top-right corner (for example), the camera should move diagonally, similar to the blue vector.

Cardinal and ordinal only then. Derive the vector from screen centre towards mouse cursor and snap it to cardinal and ordinal values only. I also noted that you’re moving just the camera component - is this intended? One would usually have a camera pawn and move it around.

I’ll try to do that. I’m fairly new to UE5. Currently working on a Top-Down view Tower defense game. For the player (who is not an actual playable character just a top down view camera) I’ve created a pawn with spring arm, camera and floatingpawnmovement components. I don’t know if that’s what you mean by camera pawn.

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here is how i do it if you want a simple solution

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