# Set Camera Shake Variables at Runtime? UE5

**URL:** <https://forums.unrealengine.com/t/set-camera-shake-variables-at-runtime-ue5/570899>\
**Category:** Blueprint\
**Tags:** unreal-engine, UE5-0, Blueprint, question\
**Created:** [May 31, 2022, 3:54pm UTC](https://forums.unrealengine.com/t/set-camera-shake-variables-at-runtime-ue5/570899 "2022-05-31T15:54:11Z")\
**Posts on this page:** 8\
**Page:** 1

<div class="post-metadata">

**Author:** ![Werewolven](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/werewolven/32/466692_2.png) [@Werewolven](https://forums.unrealengine.com/u/Werewolven)\
**Post date:** [May 31, 2022, 3:54pm UTC](https://forums.unrealengine.com/t/set-camera-shake-variables-at-runtime-ue5/570899/1 "2022-05-31T15:54:11Z")

</div>

Hi folks, I am trying to set some camera shake variables during gameplay,  
so for example, depending how much damage a player receives on a hit, i might set the intensity of a camera shake to increase,

i am thinking that a blueprint interface could set this? maybe there’s a better way? i am getting an error when trying to set a camera shake variable on a BPI event, well maybe this isn’t the way to do what i’m trying to do, any tips would be most welcome!

 ![Screenshot_7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/1/c/31c8b498d31e5a55102f8623677738f353e565f5.jpeg)

---

<div class="post-metadata">

**Author:** ![BDC\_Patrick](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bdc_patrick/32/1104221_2.png) [@BDC\_Patrick](https://forums.unrealengine.com/u/BDC_Patrick)\
**Post date:** [June 1, 2022, 5:16am UTC](https://forums.unrealengine.com/t/set-camera-shake-variables-at-runtime-ue5/570899/2 "2022-06-01T05:16:18Z")

</div>

You need to put a camera component as “target” input of the set node…

you can give your Function a Camera Component as Parameter und call the sets from this.

---

<div class="post-metadata">

**Author:** ![Werewolven](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/werewolven/32/466692_2.png) [@Werewolven](https://forums.unrealengine.com/u/Werewolven)\
**Post date:** [June 2, 2022, 4:02pm UTC](https://forums.unrealengine.com/t/set-camera-shake-variables-at-runtime-ue5/570899/4 "2022-06-02T16:02:20Z")

</div>

Hm, so I tried to add my camera component reference,  
but it’s seemingly looking for something else,  
“perlin noise shake (etc)” reference…  
I’m a bit confused… thanks for any tips

 ![Screenshot_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/7/e/c7efb02e4926fe710d2565ff0aef39f37878b790.jpeg)

---

<div class="post-metadata">

**Author:** ![LeeRC](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LeeRC](https://forums.unrealengine.com/u/LeeRC)\
**Post date:** [December 13, 2023, 3:42am UTC](https://forums.unrealengine.com/t/set-camera-shake-variables-at-runtime-ue5/570899/5 "2023-12-13T03:42:26Z")

</div>

Hi, Have you ever found a solution for this?

---

<div class="post-metadata">

**Author:** ![DangerousMindGms](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DangerousMindGms](https://forums.unrealengine.com/u/DangerousMindGms)\
**Post date:** [March 19, 2024, 2:45pm UTC](https://forums.unrealengine.com/t/set-camera-shake-variables-at-runtime-ue5/570899/6 "2024-03-19T14:45:00Z")

</div>

Yeah, what is that blue set node you’re using anyway? I habe zero nodes available to me that have anything to do with canera shake except the one that plays it.

---

<div class="post-metadata">

**Author:** ![BigMartin58](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BigMartin58](https://forums.unrealengine.com/u/BigMartin58)\
**Post date:** [August 19, 2024, 4:19am UTC](https://forums.unrealengine.com/t/set-camera-shake-variables-at-runtime-ue5/570899/7 "2024-08-19T04:19:33Z")

</div>

For future peeps:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/c/7/dc7607af099dd774c8aa8435b995742e7f3df18e.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/6/1/961218fe818fac86a64917cdfdc6abdb4423fd4c.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/2/a/42a066217b9cf3240ba3a8fb39c0f89f9b37f7e7.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/6/3/66346fb8924c73252104beb5d356d9014d2e5a11.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/b/4/5b480118cd06da5974b52645ecf82bb024f46db2.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/2/3/02334db07f2b91c60d10d2315b452de428e604b2.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/8/5/b85792f17e7c42b404a8e72796a220d1e585038c.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/a/4/7a4a75b85c99ef1ce5ee8272cedc0fb49bc069df.png)

> **[Ryan's Helpful Helpers](https://www.fab.com/listings/78e7d607-29fd-4fcd-80a0-d0f7f1361916)**
>
> This plugin contains an enormous number of extremely helpful functions for working on Unreal Engine projects of all types.Features:Over 250 Runtime helper functions related to: Actor/Components, UObjects, Animation, Audio, Levels, Logging, Math,...

> [@Rama's Extra Blueprint Nodes for UE5, No C++ Required!](https://forums.unrealengine.com/t/ramas-extra-blueprint-nodes-for-ue5-no-c-required/231476):
>
> zap Victory Plugin For UE5 [You Can Easily Create Save Game Images With Victory Plugin for UE5!](https://forums.unrealengine.com/t/victory-plugin-ramas-extra-blueprint-nodes-for-ue5-no-c-required/231476/6) Dear Community, I am making my Victory Plugin for UE5! Please let me know which VictoryPlugin nodes you want most from the UE4 version and I can work on bringing them into UE5! ~ \*\* Community Bonus\*\*: [Easy Way to Activate Your Pineal Gland For Cleaner Coding / Faster Development Cycle](https://forums.unrealengine.com/t/victory-plugin-ramas-extra-blueprint-nodes-for-ue5-no-c-required/231476/48)~ zapzapzapzapzapzapzapzapzapzapzapzapzapzapzapzapzapzap…

Unfortunately, for some reason though, you can’t promote the Perlin Noise object to a variable.

---

<div class="post-metadata">

**Author:** ![TheWolf](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/thewolf/32/1036665_2.png) [@TheWolf](https://forums.unrealengine.com/u/TheWolf)\
**Post date:** [February 14, 2025, 9:14pm UTC](https://forums.unrealengine.com/t/set-camera-shake-variables-at-runtime-ue5/570899/8 "2025-02-14T21:14:13Z")

</div>

Thank you so much, feels a bit crazy that UE makes it so difficult that we require 2 seperate plugins to access these variables at runtime - but it works and that’s all that matters!

---

<div class="post-metadata">

**Author:** ![JonKDev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JonKDev](https://forums.unrealengine.com/u/JonKDev)\
**Post date:** [June 16, 2026, 4:57pm UTC](https://forums.unrealengine.com/t/set-camera-shake-variables-at-runtime-ue5/570899/9 "2026-06-16T16:57:32Z")

</div>

It’s not the most elegant solution but instead of finding a way to update the intensity im making use of the attenuation radius and getting the inner and outer radius values to set the relative position of the shake (from the camera) to those values on the x axis. While ugly id bet on this being the way epic intended for them to be used.
