How to let the camera fall to the ground on player dead

I have a 3D fps game. I want to do a death effect where the camera falls to the ground. Similar to this: https://www.youtube.com/watch?v=ZRT4FLdPHi4 (The video shows also a radial explosion, we can ignore it)

What functions should I use?

I tried the implementation as follows:

In timeline component I have a curve from 1 to 90 degrees in time.

But the camera won’t move.

For debugging reasons I call this function in the begin play event on character player.

Thanks for help!

Can it be because you’ve also set the duration of the timeline to 90 as well? That length should be as low as how fast you want the transition to be. And you also don’t need to set the float value in your float track to 90, but you can instead set it to 1 for a better visualization, and plug it into the alpha pin of a lerp node to interpolate that between two values of your choice (you would want to set the range between 0 and 90 in your case)

Need to see your Ragdoll execution flow.

Definitely don’t un-possess the character until after a delay. When you un-possess you get a new camera from the camera manager.