I’d like to suggest a feature enhancement for Unreal Engine: the ability to apply camera shake effects directly within Post Process Volumes.
Currently, camera shake is handled exclusively through code or Blueprint logic using CameraShakeBase classes. While powerful, this method requires manual triggering and coordination with gameplay systems, which can become complex — especially when the goal is to apply localized or environmental shake effects that are purely visual and not gameplay-driven.
Use cases where this would be helpful:
Simulating tremors or structural instability when the player enters a cave
Subtle shaking in magical or corrupted areas
Heat haze-induced camera jitter
Hallucination zones with layered effects (distortion + shake)
Underwater pressure effects
Localized explosions or distant rumbles that don’t warrant full gameplay logic
Suggested implementation:
A new section in Post Process Volume settings (e.g. “Camera Impulse” or “Shake Layer”)
Controls for:
Amplitude (location/rotation)
Frequency
Noise/randomness
Blend in/out times
Distance falloff
This would allow for a more streamlined, designer-friendly workflow — where visual artists can set up localized shake effects just like color grading or exposure, without needing to modify Blueprints or rely on code.
Thanks for considering this!