PloxTools - Third Person Camera System

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€’ πŸ“„ Documentation
β€’ πŸ’¬ Discord Community

Out of the box

β€’ Add the component to your character
β€’ Works immediately

No complex setup. No hidden dependencies.

Core Features

πŸ“· Camera Framing
β–ͺ Pivot-based system (distance, height, offsets)
β–ͺ Smooth runtime blending for all framing parameters
β–ͺ Shoulder switching

β–ͺ Runtime FOV offset control

πŸ”„ Rotation
β–ͺ Smooth rotation lag
β–ͺ Pitch and yaw follow

β–ͺ Movement anticipation (direction-based camera offset)

β–ͺ Vertical pitch support for slopes, falling, and low ceilings
β–ͺ Soft pitch and yaw constraints with blending

β–ͺ Runtime camera rotation override and camera reset functions

🎯 Focus
β–ͺ Focus actor, component, socket, or world location
β–ͺ Hard lock and soft lock modes
β–ͺ Per-focus override settings

β–ͺ Automatic clear by distance and visibility

β–ͺ Full event-driven control (start / change / finish)
β–ͺ Per-focus completion callbacks

🎬 Spline Camera
β–ͺ Cinematic spline-driven camera
β–ͺ Timed and tethered spline modes

β–ͺ Smooth spline start and stop transitions

β–ͺ Player tracking along spline

β–ͺ Runtime spline settings override
β–ͺ Designed for gameplay moments, transitions, and cinematic segments

▢️ Camera Animations

β–ͺ Play camera animation sequences

β–ͺ Multiple animations can run simultaneously

β–ͺ Additive animation layer on top of gameplay camera

β–ͺ Full runtime control

β–ͺ Per-animation completion and interruption callbacks

πŸ“³ Camera Shake

β–ͺ Play camera shake instances

β–ͺ Built-in idle and movement shake system

β–ͺ Smooth blending and runtime control

✨ Camera Effects

β–ͺ Pitch-based FOV and distance modifiers

β–ͺ Speed-based FOV and distance modifiers

🧱 Collision & Visibility
β–ͺ Camera collision with smooth compression and recovery

β–ͺ Predictive avoidance support
β–ͺ Ignore characters and custom tags
β–ͺ Dithering to smoothly fade obstructing objects

β–ͺ Optional owner dithering when camera gets too close

βš™οΈ Gameplay Control
β–ͺ Control every camera parameter at runtime
β–ͺ Enable / disable at any time
β–ͺ Player input and character rotation control

β–ͺ Built for dynamic gameplay state changes

πŸ—‚οΈ Data-Driven Settings

β–ͺ Reusable camera presets

β–ͺ Configure camera using data assets

β–ͺ Apply settings in editor or at runtime

β–ͺ Smooth transitions between configurations

Production Ready

β–ͺ Clean and structured Blueprint API
β–ͺ Full C++ access
β–ͺ Consistent and predictable behavior
β–ͺ Suitable for shooters, action, adventure, RPG, and games with cinematic gameplay moments

Support & Updates

Actively maintained

β–ͺ Fast and direct support
β–ͺ Real issue resolution
β–ͺ Continuous improvements
β–ͺ New features based on user needs

I’m considering getting this, but it’s the type of asset that absolutely needs a video preview. Any chance you have a video showing off the features in motion?

1 Like

Hey, sorry for the late reply, I didn’t notice your message earlier (I’m replying from a secondary account due to a forum issue).

A proper trailer is currently in progress, but in the meantime you can check the documentation - it has a lot of GIFs showing each subsystem in action.

Also, I can easily walk you through everything and demonstrate the features before purchase if you’d like.