I encountered ThirdPersonOffsetCurve when adjusting camera behaviour, and the existing answer is unrelated to that. Took me a while to figure it out but the key insight way realizing that the x-axis represent degrees, so for example looking at 45 degree angle into the sky is represented by 45, while looking straight down is represented by -90. And y axis represents centimeters of offset, as in how many centimeters should camera distance itself from its original first person view position on each of the axes. Coordinates seem to be in camera space, not world space, so negative X actually represents how far back should camera be and is the main variable that needs adjustment. Y can be used to offset the camera left-right, and the Z can be used to offset the camera up and down. This graph can be edited as the simulation is running and feedback can be seen in real time so the best way to adjust this is to start the simulation and look at the horizon, and set all 3 values for 0 degrees, then look 30 degrees up, then make points at the 30 degree mark and adjust the camera for that, and repeat the process for 60, 89, -30, -60, -89 or anything in between. You likely won’t need that many points unless you’re doing something highly specific, and 3 or 4 will likely be enough. You can ignore the graph areas under -89 and above 89 as camera can’t rotate beyond those angles.