Mouvement de respiration réaliste sur la caméra de vue à la première personne

Hello, I hope you are well.

On my UEFN island, I want players to have a realistic breathing movement from the camera to the first-person view in the gameplay.

I managed to do it this morning but for an animation sequence by creating a Shake Base Camera from a blueprint.

But how to have the same effect outside the cinematic, in the game directly? Like on the horror islands of Fortnite.

Thank you! :flexed_biceps:

Hello @tismasupzer how are you?

If you managed to implement a camera shake for your cinematic it will be really easy for you to do the same in gameplay!

You need to create a new Level Sequence and add a new Cinematic Sequence device to play the camera shake in loop!

Let me go step by step for you in case you need a more detailed explanation:

  1. Create a new blueprint of class “CameraShakeSourceActor”. I called it BP_BreatheShake.

  2. Create a new blueprint of class “CameraShakeBase” (or use the same you already created!). I called it “CS_BreatheShake”

  3. Open the CS_BreatheShake and set its values as you wish! These are the values I’ve used:


    Then compile and save!

  4. Open BP_BreatheShake and put the following values on it (the huge number for Inner and Outer attenuation radius is to make the shake to work on all the island):


    Then compile and save!

  5. Now drop BP_BreatheShake on your Island! You will see it like this:

  6. Create a new Level Sequence. I called it “LS_BreatheShake”.

  1. Drop a new Cinematic Sequence device on your Island and set its values like in the following image:

And that’s it! Now you only need to tinker with the CS_BreatheShake values until you have something you like!

Hope this helps you!