A production-ready third person camera system for Unreal Engine, built to work with Character actors, replicating modern AAA camera behavior without using a SpringArm.
Built for production use with clean architecture, predictable behavior, full runtime control, and a structured Blueprint/C++ API for building responsive third person cameras in action, shooter, adventure, and RPG projects.
β’ π Documentation
β’ π¬ Discord Community
Out of the box
β’ Add the component to your character
β’ Works immediately
No complex setup. No hidden dependencies.
Core Features
π· Camera Framing
βͺ Pivot-based system (distance, height, offsets)
βͺ Smooth runtime blending for all framing parameters
βͺ Shoulder switching
βͺ Runtime FOV offset control
π Rotation
βͺ Smooth rotation lag
βͺ Pitch and yaw follow
βͺ Movement anticipation (direction-based camera offset)
βͺ Vertical pitch support for slopes, falling, and low ceilings
βͺ Soft pitch and yaw constraints with blending
βͺ Runtime camera rotation override and camera reset functions
π― Focus
βͺ Focus actor, component, socket, or world location
βͺ Hard lock and soft lock modes
βͺ Per-focus override settings
βͺ Automatic clear by distance and visibility
βͺ Full event-driven control (start / change / finish)
βͺ Per-focus completion callbacks
π¬ Spline Camera
βͺ Cinematic spline-driven camera
βͺ Timed and tethered spline modes
βͺ Smooth spline start and stop transitions
βͺ Player tracking along spline
βͺ Runtime spline settings override
βͺ Designed for gameplay moments, transitions, and cinematic segments
βΆοΈ Camera Animations
βͺ Play camera animation sequences
βͺ Multiple animations can run simultaneously
βͺ Additive animation layer on top of gameplay camera
βͺ Full runtime control
βͺ Per-animation completion and interruption callbacks
π³ Camera Shake
βͺ Play camera shake instances
βͺ Built-in idle and movement shake system
βͺ Smooth blending and runtime control
β¨ Camera Effects
βͺ Pitch-based FOV and distance modifiers
βͺ Speed-based FOV and distance modifiers
π§± Collision & Visibility
βͺ Camera collision with smooth compression and recovery
βͺ Predictive avoidance support
βͺ Ignore characters and custom tags
βͺ Dithering to smoothly fade obstructing objects
βͺ Optional owner dithering when camera gets too close
βοΈ Gameplay Control
βͺ Control every camera parameter at runtime
βͺ Enable / disable at any time
βͺ Player input and character rotation control
βͺ Built for dynamic gameplay state changes
ποΈ Data-Driven Settings
βͺ Reusable camera presets
βͺ Configure camera using data assets
βͺ Apply settings in editor or at runtime
βͺ Smooth transitions between configurations
Production Ready
βͺ Clean and structured Blueprint API
βͺ Full C++ access
βͺ Consistent and predictable behavior
βͺ Suitable for shooters, action, adventure, RPG, and games with cinematic gameplay moments
Support & Updates
Actively maintained
βͺ Fast and direct support
βͺ Real issue resolution
βͺ Continuous improvements
βͺ New features based on user needs