Hello @Origins ,
I’ll leave you two examples of how you could implement the Gameplay Camera System in your project.
First, add the Camera Asset and create a Camera Director Evaluator to manage which camera is currently active.
If you want to use a first-person camera, create a Camera Rig and add a Sequence, then a Boom Arm with values X=40, Y=0, Z=60 and a FOV with a value of 90. These values will depend on what you are looking for, and you can adjust them later to better fit your project.
Then, in Transitions, add an Exit Transition, a Camera Rig Transition, and a Smooth Blend.
For a third-person camera, inside the Camera Rig add a Sequence and then a Boom Arm with values X=-300, Y=0, Z=60.
From the Input Slot, search for Input Axis Binding 2D and assign the IA_Look and IA_MouseLook actions. The Multiplier value can be used to control the camera sensitivity; in my case, I used X=100 and Y=100.
You can also use a Clamp Y to limit the vertical movement. For example, you can try -80 as the minimum value and 10 as the maximum value to restrict how far the camera can tilt. Also, enable Invert Axis to ensure the vertical camera movement works correctly and follows the expected mouse input direction.
After that, you can convert the Boom Offset into a parameter so it can be easily modified from other places and allows you to adjust the camera position without editing the rig directly.
Then add a FOV node. In my case, I used a value of 90, along with a Dampen Position node with the Forward Damping Factor set to 5 to smooth the camera movement.
In the Transitions section, you can configure the same transitions that you used for the first-person camera so the switch between cameras feels smoother.
Finally, in your character Blueprint, in this case BP_ThirdPersonCharacter, add the Gameplay Camera component. ( I also created an Integer variable with values 0 and 1 to switch between the cameras when I press a key) Then enable Set Control Rotation When View Target and Auto Activate for Player 0.
From the Camera Director Evaluator, you can control when each camera is activated and switch between the first-person and third-person cameras as needed.
This should give you a basic setup that you can continue tweaking depending on your project’s needs.
Hope it helps!