Smoothly Transitioning Between Locked and Free Cam in Gameplay Camera (Modular Gameplay)

Hi everyone,

I am struggling with creating a smooth transition between a “Locked-On” camera mode and a “Free-Look” mode using the modular Gameplay Camera system.

My Setup:

  1. Free-Look Mode: I am using InputAxisBinding2D bound to IA_MouseLook to control rotation.

  2. Locked-On Mode: I am using AutoRotateInput2D, feeding in pre-calculated direction/rotation to focus on a target.

The Problem:
Since the FreeLookRig and LockedRig are independent, switching from Locked to Free-Look causes the camera to instantly snap from the locked orientation back to the default InputAction(0,0) orientation (forward). It does not smoothly blend the rotation.

Question:
How can I properly bridge these two rigs to ensure a smooth transition when switching modes? Should I be blending the Rotation values, or is there a way to make the FreeLookRig inherit the final rotation of the LockedRig upon activation?

Has anyone encountered this issue with the new camera framework?

Thanks!

Try this out:

Of course you’ll have to assign your own lock target and you’ll have to prevent the aiming when the lock is active:

The timeline component might be an overkill for a simple blend. You can replace it by recording the Start Lock Game Time and then produce the Alpha on tick.

Let me know if you want me to show you the alternative without a timeline.

It is not perfect. The blend might produce some camera roll if you interrupt it during the blend but you can probably just set it each frame to 0 to prevent that.