Gameplay Camera System - Quick Start bugs

I’ve been following this quick start guide for the new gameplay camera system:

Gameplay Camera System Quick Start | Unreal Engine 5.5 Documentation | Epic Developer Community | Epic Developer Community

I’ve run into several problems while using this:

  1. Copy pasting a populated “SetCameraRigParameters” node causes the editor to crash
  2. Attempting to bind a variable to a parameter in a camera rig node (i.e. BoomArm->BoomOffset), that has an attached pin causes the editor to crash.
  3. The method described to push variables to Camera Rigs (SetCameraRigParameters) does not seem to have any effect at all on my machine. I’ve had to bypass it by using a CameraVariableCollection, and the SetVariable node
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Having some issues with the Camera Variable Table asset. I want to update a variable in that table from my player character, but I cant seem to get / create any sort of reference to it?

when I try making variable reference in my player character blueprint I get the following:

Too many crashes… When I add a new camera rig, boom!
It’s just an experimental plugin,stop using it before the official release.

Drag the GameplayCamera component to the Event Graph to create a node.
Drag from the GameplayCamera component node and search for then select Get Initial Variable Table.
Drag from the Return Value pin of the Get Initial Variable Table node and search for then select Set Camera Rig Parameters .
Find your Camera Asset and the Camera Rig that has the Camera Rig Parameter exposed.

Thats how updating variable for a Rig works.

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yep that worked!

I don’t suppose anyone’s figured out how to create the Other variable type, like you see in DollyFraming node’s TargetLocation?

Digging around in the C++, it kinda looks like you just. Can’t? They didn’t bother exposing that variable type anywhere? Feels like the Camera asset is just missing a way of creating variables in whatever way that one requires?

(you can’t drag a pin off of it like other parameters, it’s this- you know, entirely different thing)

EDIT: And as always happens, 30 seconds after posting this I found it. Anyone else curious - that interface looks familiar because it’s an ASSET interface. You can also “Set Vector Variable” and such over in the CDE, and when you pull the UI for the ref up over there, it’s more obviously looking for an asset.

You need to make a Camera Variable Collection asset. Works a lot like an Material Parameter Collection. Once that’s up, poof, now that UI populates with that asset, click it, now you can choose the vector variable on it you want the panner to use.

EDIT2: How can I make sure this populates into Google, since I couldn’t find anything on this topic until I blessedly found this one at least, hrm. Adding more explanation, the variable reference seen in the Gameplay Camera System “Dolly Framing” node, for its Target Location, is not actually tied to variable definitions in the Camera Asset itself or the Camera Director Evaluator. It also has nothing to do with the rest of the Camera Rig Parameters that you set via Blueprint, typically off your Gameplay Camera Component. Rather, it’s the above.

EDIT3: Ok, yeah I’ve figured out how to drive this system now, aaaaand, yeah this ain’t ready I can’t recommend it. It’s fine for trivial use cases, but those use cases are like, already dead easy. It’s unfortunately just full of unresolvable issues. I can fix some of them by isolating the camera system in a separate object, but that breaks the other half of the logic hard coded to assume you’re running this in a component attached to your main character. Just gonna build my own camera system, heh. Maybe it’ll be good eventually! But I sorta can’t see how they’re gonna resolve this based on the initial assumptions made. At the very least, resolving all of this would take such a large, breaking change that I wouldn’t recommend working with it until they do that anyways, since you’d almost certainly have to throw your prior work out.

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i think the best way to get it started is from the GASP 5.5 updated project, i started from that and it’s working great but i have a problem when possessing another actor and back to the actor with gameplay camera system

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A have a really what would seem a simple task - I want to add dynamic focus system. How do I get a reference to the active camera being used by gameplay camera system at the moment? I’ve searched the available nodes and can’t get it. If I try to get the camera component it gets the Not Used camera attached to GASP CBP Sandbox character.
Also, where is more info on the system? Information is scarce. Does this system creates a camera, uses a camera, a regular camera, a new type of camera? We have these assets, directors, but these all do not contain a link do the actual camera, only the properties.

Ok you need to expose Lens Parameters in rig prefab AND make camera physical, then you can use it in your rigs. I hoped there would be a way to access the underlying camera as an actor, but for now I cannot see this.

There is this node for exactly that

There are also a couple of project settings related to the auto spawned actor under Plugins > Gameplay Cameras

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I think I misunderstood, the actor you get from above node is the actor that the plugin internally uses to simulate camera. It doesn’t create a legacy camera component, but it does the job of it.
The engine needs a FMinimalViewInfo struct and a CalcCamera function to decide what camera to use, this actor has both of these.

The node above looks for an actor of type AGameplayCameraSystemActor, if it doesn’t find it, it will create it’s own version of it. But what you can do is create a child of this actor and spawn it manually on your controller, then the above node will always find your version of the actor and then you can override these functions to add your own logic

virtual void BecomeViewTarget(APlayerController* PC) override;
virtual void CalcCamera(float DeltaTime, struct FMinimalViewInfo& OutResult) override;
virtual void EndViewTarget(APlayerController* PC) override;
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I’ve tried to set up a dynamic focus system using this new Gameplay Camera System. For any blur to show up (at least this is how I observed it) it requires to use physical camera toggle, which makes it unfit for very short distances - simply put there is still blur, regardlesss of aperture / f-stop settings. Is there a way to achieve this in a less precise way, the old shool way with the depth pass using the nomen omen “gameplay” camera system? Have anyone tried to set up dynamic focus with this new camera system?

When I use it in the city sample, the player passes through everything, does anyone know why?

Even if it’s an experimental plugin, did anyone tryed to use it in a C++ third person project ?