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! 
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:
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Create a new blueprint of class “CameraShakeSourceActor”. I called it BP_BreatheShake.
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Create a new blueprint of class “CameraShakeBase” (or use the same you already created!). I called it “CS_BreatheShake”
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Open the CS_BreatheShake and set its values as you wish! These are the values I’ve used:
Then compile and save!
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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!
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Now drop BP_BreatheShake on your Island! You will see it like this:
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Create a new Level Sequence. I called it “LS_BreatheShake”.
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Add the BP_BreatheShake actor to the sequence
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Add a Controlled Camera Shake to the track
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Left 2 extra frames after the camera shake track ends, as shown below. This is to make sure the loop works:
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Save the changes
- 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!