MCPInstall

ue-gameplay-cameras

Use when building or fixing Unreal Engine cameras — spring-arm third-person rigs, first-person cameras, view-target blends, camera shakes, camera modifiers, cine cameras, or the Gameplay Camera System plugin. Also use when the user mentions 'APlayerCameraManager', 'USpringArmComponent', 'TargetArmLength', 'bUsePawnControlRotation', 'SetViewTargetWithBlend', 'UpdateViewTarget', 'CalcCamera', 'UCameraModifier', 'camera shake', 'UCameraShakeBase', 'FMinimalViewInfo', 'UGameplayCameraComponent', 'camera rig', 'camera director' or 'ShowDebug Camera'. For Sequencer shots, see ue-sequencer-cinematics; for the classes that own the camera, see ue-gameplay-framework; for input, see ue-input-system.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-gameplay-cameras
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads ue-gameplay-cameras automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

UE Gameplay Cameras

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Two camera stacks ship in 5.8. The classic stack lives in the Engine module (Classes/Camera, Classes/GameFramework/SpringArmComponent.h) with shake patterns in the EngineCameras plugin and film-style cameras in CinematicCamera; the data-driven Gameplay Camera System lives in the GameplayCameras plugin (Experimental in 5.8, but enabled by default). Build.cs needs "Core", "CoreUObject", "Engine", plus "CinematicCamera" for cine cameras, "EngineCameras" for shake patterns, and "GameplayCameras" for the plugin.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
Choosing between the two stacksClassic Stack or Gameplay Camera System
Who computes the final view each frameHow the Classic Pipeline Runs
Third-person boom, camera lag, collision probeThird-Person Spring Arm Camera
First-person camera, eye height, view rotationFirst-Person Camera
Switching cameras, blending between actorsView Targets and Blending
Pitch clamps, FOV, fades, custom camera logicCustom APlayerCameraManager
Persistent post-effects on the camera (lean, recoil, lock-on)Camera Modifiers
Explosions, hits, world-space rumbleCamera Shakes
Focal length, aperture, focus, rails and cranesCinematic Cameras
Camera assets, rigs, directors, blends, control rotationGameplay Camera System
Writing a new camera node and evaluatorCustom Camera Node in C++
Nothing renders, wrong camera, jitterDebugging Cameras

Full classic API surface (post-process on cameras, FMinimalViewInfo fields, shake pattern catalogue, cine camera settings): references/classic-camera-stack.md. Node/director/service catalogue, camera variables, evaluation contexts and CVars: references/gameplay-camera-system.md.

Classic Stack or Gameplay Camera System

NeedClassic stackGameplay Camera System
Ship-today stabilityYes — production APIPlugin is Experimental in 5.8 (IsExperimentalVersion in GameplayCameras.uplugin), API still moving
Enabled out of the boxAlways (Engine module)Yes — "EnabledByDefault": true
One camera per pawn, small number of modesBest fitOverkill
Many camera modes with authored blends and transitionsHand-rolled state machine in UpdateViewTargetBuilt in: camera rigs + transitions + blend stack
Designers author cameras without C++Blueprint subclasses onlyCamera assets, rig graphs, State Tree directors
Per-mode post-process, framing, collision pushWrite it yourselfShipped camera nodes
Camera shakesUCameraShakeBase + patternsUCameraShakeAsset + shake camera nodes

Mixing is supported: AGameplayCamerasPlayerCameraManager is an APlayerCameraManager subclass, so classic view targets, fades and modifiers still work while the plugin runs the evaluation.

How the Classic Pipeline Runs

  1. APlayerController holds PlayerCameraManager (spawned by virtual void SpawnPlayerCameraManager() from TSubclassOf<APlayerCameraManager> PlayerCameraManagerClass).
  2. APlayerCameraManager::UpdateCamera(float DeltaTime) → DoUpdateCamera(float DeltaTime) → UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime).
  3. UpdateViewTarget fills OutVT.POV (an FMinimalViewInfo). An ACameraActor target uses its camera component directly; any other target gets Target->CalcCamera (PlayerCameraManager.cpp:354), whose base AActor implementation uses the first active camera component when bFindCameraComponentWhenViewTarget is true, else the actor's eyes viewpoint (Actor.cpp:3688-3706).
  4. ApplyCameraModifiers(float DeltaTime, FMinimalViewInfo& InOutPOV) runs every UCameraModifier in ModifierList by Priority (0 = highest).
  5. The result is cached; GetCameraLocation(), GetCameraRotation() and GetCameraCacheView() read it, and APlayerController::GetPlayerViewPoint(FVector& out_Location, FRotator& out_Rotation) returns it.

bAutoManageActiveCameraTarget on APlayerController (default true) makes possession call virtual void AutoManageActiveCameraTarget(AActor* SuggestedTarget), which is why a freshly possessed pawn becomes the view target with no code.

Third-Person Spring Arm Camera

// MyCharacter.h
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"

class UCameraComponent;
class USpringArmComponent;

UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
    GENERATED_BODY()

public:
    AMyCharacter();

private:
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera", meta = (AllowPrivateAccess = "true"))
    TObjectPtr<USpringArmComponent> CameraBoom;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera", meta = (AllowPrivateAccess = "true"))
    TObjectPtr<UCameraComponent> FollowCamera;
};

// MyCharacter.cpp - also include Camera/CameraComponent.h,
// GameFramework/SpringArmComponent.h and GameFramework/CharacterMovementComponent.h
#include "MyCharacter.h"

AMyCharacter::AMyCharacter()
{
    bUseControllerRotationPitch = false;
    bUseControllerRotationYaw   = false;
    bUseControllerRotationRoll  = false;

    GetCharacterMovement()->bOrientRotationToMovement = true;
    GetCharacterMovement()->RotationRate = FRotator(0.f, 500.f, 0.f);

    CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
    CameraBoom->SetupAttachment(RootComponent);
    CameraBoom->TargetArmLength = 400.f;
    CameraBoom->bUsePawnControlRotation = true;
    CameraBoom->bInheritPitch = true;
    CameraBoom->bInheritYaw = true;
    CameraBoom->bInheritRoll = false;
    CameraBoom->SocketOffset = FVector(0.f, 60.f, 0.f);
    CameraBoom->TargetOffset = FVector(0.f, 0.f, 50.f);
    CameraBoom->bDoCollisionTest = true;
    CameraBoom->ProbeChannel = ECC_Camera;
    CameraBoom->ProbeSize = 12.f;
    CameraBoom->bEnableCameraLag = true;
    CameraBoom->CameraLagSpeed = 10.f;
    CameraBoom->CameraLagMaxDistance = 100.f;

    FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
    FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
    FollowCamera->bUsePawnControlRotation = false;
    FollowCamera->FieldOfView = 90.f;
}

SocketOffset is applied in the boom's rotated space (side offsets follow the camera); TargetOffset is applied in world space (height offsets stay vertical). bUsePawnControlRotation belongs on exactly one of boom or camera — putting it on both double-applies the control rotation. Read the rotation the boom inherits (parent or control rotation) with FRotator GetTargetRotation() const, and test whether the collision probe pulled the arm in with bool IsCollisionFixApplied() const.

First-Person Camera

Attach the UCameraComponent directly to the mesh or capsule, set bUsePawnControlRotation = true on the camera, and leave bUseControllerRotationYaw = true on the pawn so the body turns with the view.

// MyFirstPersonCharacter.h - inside the class body
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<UCameraComponent> FirstPersonCamera;

// MyFirstPersonCharacter.cpp - also include Camera/CameraComponent.h and Components/CapsuleComponent.h
AMyFirstPersonCharacter::AMyFirstPersonCharacter()
{
    bUseControllerRotationYaw = true;

    FirstPersonCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
    FirstPersonCamera->SetupAttachment(GetCapsuleComponent());
    FirstPersonCamera->SetRelativeLocation(FVector(0.f, 0.f, BaseEyeHeight));
    FirstPersonCamera->bUsePawnControlRotation = true;
    FirstPersonCamera->bEnableFirstPersonFieldOfView = true;
    FirstPersonCamera->bEnableFirstPersonScale = true;
    FirstPersonCamera->FirstPersonFieldOfView = 70.f;
    FirstPersonCamera->FirstPersonScale = 0.6f;
}

FirstPersonFieldOfView and FirstPersonScale only affect primitives tagged as first person, and both need their bEnable* flag set. APawn::BaseEyeHeight feeds virtual FVector GetPawnViewLocation() const; override virtual void RecalculateBaseEyeHeight() for crouch. virtual FRotator GetViewRotation() const is the aim rotation used by the spring arm and by AI perception. To compute the view yourself, override AActor::CalcCamera and do not call Super — your override always runs for a non-ACameraActor view target; the camera-component lookup lives in the base implementation (Actor.cpp:3690). Set bFindCameraComponentWhenViewTarget = false only when you do call Super and want it to skip the component.

// MyViewTargetActor.cpp - declare the override in the class body, include Camera/CameraTypes.h
void AMyViewTargetActor::CalcCamera(float DeltaTime, struct FMinimalViewInfo& OutResult)
{
    OutResult.Location = GetActorLocation() + FVector(0.f, 0.f, 150.f);
    OutResult.Rotation = GetActorRotation();
    OutResult.FOV = 75.f;
}

View Targets and Blending

// Inside a method of a MyGame class that has a PlayerController - include GameFramework/PlayerController.h
void AMyPlayerController::FocusOnActor(AActor* NewTarget)
{
    SetViewTargetWithBlend(NewTarget, 0.75f, VTBlend_EaseInOut, 2.f, false);
}

virtual void SetViewTargetWithBlend(class AActor* NewViewTarget, float BlendTime = 0, enum EViewTargetBlendFunction BlendFunc = VTBlend_Linear, float BlendExp = 0, bool bLockOutgoing = false) is the call to reach for. EViewTargetBlendFunction values: VTBlend_Linear, VTBlend_Cubic, VTBlend_EaseIn, VTBlend_EaseOut, VTBlend_EaseInOut, VTBlend_PreBlended. BlendExp only matters for the three ease functions. bLockOutgoing freezes the old target's POV for the rest of the blend — use it when you are about to teleport or destroy it.

The manager-level form is virtual void SetViewTarget(class AActor* NewViewTarget, FViewTargetTransitionParams TransitionParams = FViewTargetTransitionParams()), where FViewTargetTransitionParams carries BlendTime, BlendFunction, BlendExp and bLockOutgoing. During a blend the manager holds ViewTarget and PendingViewTarget (both FTViewTarget, each with Target and POV) and counts down BlendTimeToGo; OnBlendComplete() fires when the pending target is promoted.

SetViewTarget and SetViewTargetWithBlend act on the calling machine's camera manager only — they do not replicate. To change one client's view from the server, call the client RPC UFUNCTION(Reliable, Client) void ClientSetViewTarget(class AActor* A, struct FViewTargetTransitionParams TransitionParams = FViewTargetTransitionParams()).

Custom APlayerCameraManager

// MyCameraManager.h
#pragma once

#include "CoreMinimal.h"
#include "Camera/PlayerCameraManager.h"
#include "MyCameraManager.generated.h"

UCLASS()
class MYGAME_API AMyCameraManager : public APlayerCameraManager
{
    GENERATED_BODY()

public:
    AMyCameraManager(const FObjectInitializer& ObjectInitializer);

protected:
    virtual void UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime) override;

    UPROPERTY(EditDefaultsOnly, Category = "Aim")
    float AimFieldOfView = 55.f;
    UPROPERTY(BlueprintReadWrite, Category = "Aim")
    bool bIsAiming = false;
};

// MyCameraManager.cpp
#include "MyCameraManager.h"

AMyCameraManager::AMyCameraManager(const FObjectInitializer& ObjectInitializer)
    : Super(ObjectInitializer)
{
    ViewPitchMin = -70.f;
    ViewPitchMax = 55.f;
    DefaultFOV = 90.f;
}

void AMyCameraManager::UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime)
{
    Super::UpdateViewTarget(OutVT, DeltaTime);

    if (bIsAiming)
    {
        OutVT.POV.FOV = AimFieldOfView;
    }
}

Register it with PlayerCameraManagerClass = AMyCameraManager::StaticClass(); in the APlayerController constructor. Other hooks worth knowing: virtual void InitializeFor(class APlayerController* PC), virtual void ProcessViewRotation(float DeltaTime, FRotator& OutViewRotation, FRotator& OutDeltaRot), and the clamp helpers LimitViewPitch, LimitViewYaw, LimitViewRoll.

Fades run off the manager: virtual void StartCameraFade(float FromAlpha, float ToAlpha, float Duration, FLinearColor Color, bool bShouldFadeAudio = false, bool bHoldWhenFinished = false), virtual void StopCameraFade(), and virtual void SetManualCameraFade(float InFadeAmount, FLinearColor Color, bool bInFadeAudio) when you drive the alpha yourself. APlayerController::ClientSetCameraFade is the replicated wrapper.

Camera Modifiers

A modifier is a stateful object that post-processes the computed POV every frame — lean, recoil, breathing, lock-on nudges.

// MyCameraModifier.h
#pragma once

#include "CoreMinimal.h"
#include "Camera/CameraModifier.h"
#include "MyCameraModifier.generated.h"

UCLASS()
class MYGAME_API UMyCameraModifier : public UCameraModifier
{
    GENERATED_BODY()

public:
    UMyCameraModifier(const FObjectInitializer& ObjectInitializer);

    virtual bool ModifyCamera(float DeltaTime, struct FMinimalViewInfo& InOutPOV) override;

    UPROPERTY(EditDefaultsOnly, Category = "Lean")
    float LeanRollDegrees = 8.f;
};

// MyCameraModifier.cpp
#include "MyCameraModifier.h"
#include "Camera/CameraTypes.h"   // FMinimalViewInfo is only forward-declared by CameraModifier.h

UMyCameraModifier::UMyCameraModifier(const FObjectInitializer& ObjectInitializer)
    : Super(ObjectInitializer)
{
    Priority = 10;
    AlphaInTime = 0.2f;
    AlphaOutTime = 0.3f;
}

bool UMyCameraModifier::ModifyCamera(float DeltaTime, struct FMinimalViewInfo& InOutPOV)
{
    Super::ModifyCamera(DeltaTime, InOutPOV);

    InOutPOV.Rotation.Roll += LeanRollDegrees * Alpha;
    return false;
}

Return true only to stop lower-priority modifiers from running. Alpha is driven by virtual void UpdateAlpha(float DeltaTime) from AlphaInTime/AlphaOutTime; virtual float GetTargetAlpha() decides the destination. Toggle with virtual void EnableModifier(), virtual void DisableModifier(bool bImmediate = false) and virtual void ToggleModifier(); virtual bool IsDisabled() const reports state.

Add modifiers declaratively through TArray<TSubclassOf<UCameraModifier>> DefaultModifiers on the manager, or at runtime with virtual UCameraModifier* AddNewCameraModifier(TSubclassOf<UCameraModifier> ModifierClass), which instantiates, registers and returns it. virtual UCameraModifier* FindCameraModifierByClass(TSubclassOf<UCameraModifier> ModifierClass) retrieves one later; virtual bool RemoveCameraModifier(UCameraModifier* ModifierToRemove) drops it. virtual bool ProcessViewRotation(class AActor* ViewTarget, float DeltaTime, FRotator& OutViewRotation, FRotator& OutDeltaRot) lets a modifier alter the player's aim before the POV is built.

Camera Shakes

UCameraShakeBase is a thin container; the motion lives in its RootShakePattern (a UCameraShakePattern). In C++ you subclass a pattern — usually USimpleCameraShakePattern, which already supplies Duration, BlendInTime and BlendOutTime — and override virtual void UpdateShakePatternImpl(const FCameraShakePatternUpdateParams& Params, FCameraShakePatternUpdateResult& OutResult), writing into OutResult.Location, OutResult.Rotation and OutResult.FOV; advance the inherited State with State.Update(Params.DeltaTime) and scale by the weight it returns, or the shake never finishes. Full worked example: references/classic-camera-stack.md. The other pattern hooks, all on UCameraShakePattern, are GetShakePatternInfoImpl(FCameraShakeInfo& OutInfo) const, StartShakePatternImpl(const FCameraShakePatternStartParams& Params), ScrubShakePatternImpl(const FCameraShakePatternScrubParams& Params, FCameraShakePatternUpdateResult& OutResult), IsFinishedImpl() const, StopShakePatternImpl(const FCameraShakePatternStopParams& Params) and TeardownShakePatternImpl().

Shipped patterns (module "EngineCameras"): UPerlinNoiseCameraShakePattern, UWaveOscillatorCameraShakePattern, UCompositeCameraShakePattern, plus ULegacyCameraShakePattern behind ULegacyCameraShake. USequenceCameraShakePattern drives a shake from a UCameraAnimationSequence and lives in the TemplateSequence plugin. UDefaultCameraShakeBase is a UCameraShakeBase whose root pattern defaults to Perlin noise — the usual Blueprint starting point. Playing a shake:

CallWhereUse for
APlayerCameraManager::StartCameraShake(TSubclassOf<UCameraShakeBase> ShakeClass, float Scale=1.f, ECameraShakePlaySpace PlaySpace = ECameraShakePlaySpace::CameraLocal, FRotator UserPlaySpaceRot = FRotator::ZeroRotator)localdirect, local player only
APlayerController::ClientStartCameraShake(TSubclassOf<class UCameraShakeBase> Shake, float Scale = 1.f, ECameraShakePlaySpace PlaySpace = ECameraShakePlaySpace::CameraLocal, FRotator UserPlaySpaceRot = FRotator::ZeroRotator)server → one clientserver-driven feedback
UGameplayStatics::PlayWorldCameraShake(const UObject* WorldContextObject, TSubclassOf<class UCameraShakeBase> Shake, FVector Epicenter, float InnerRadius, float OuterRadius, float Falloff = 1.f, bool bOrientShakeTowardsEpicenter = false)local, radialexplosions
UCameraShakeSourceComponent::StartCameraShake(TSubclassOf<UCameraShakeBase> InCameraShake, float Scale=1.f, ECameraShakePlaySpace PlaySpace = ECameraShakePlaySpace::CameraLocal, FRotator UserPlaySpaceRot = FRotator::ZeroRotator)local, attenuateda rumbling machine that keeps shaking

Stop with APlayerController::ClientStopCameraShake(TSubclassOf<class UCameraShakeBase> Shake, bool bImmediately = true), APlayerCameraManager::StopAllCameraShakes(bool bImmediately = true) or StopAllCameraShakesFromSource(UCameraShakeSourceComponent* SourceComponent, bool bImmediately = true). ECameraShakePlaySpace is CameraLocal, World or UserDefined. UCameraShakeSourceComponent carries Attenuation (ECameraShakeAttenuation), InnerAttenuationRadius, OuterAttenuationRadius, CameraShake and bAutoStart; ACameraShakeSourceActor is the placeable wrapper.

Shakes are applied by UCameraModifier_CameraShake, which the manager creates by default; virtual UCameraShakeBase* AddCameraShake(TSubclassOf<UCameraShakeBase> NewShake, const FAddCameraShakeParams& Params) is the low-level entry when you need FAddCameraShakeParams::DurationOverride or a custom initializer.

Cinematic Cameras

UCineCameraComponent extends UCameraComponent with physical-camera settings: Filmback (FCameraFilmbackSettings), LensSettings (FCameraLensSettings), FocusSettings (FCameraFocusSettings), CurrentFocalLength, CurrentAperture, CurrentFocusDistance and CurrentHorizontalFOV. Drive it through the setters (SetFilmback, SetLensSettings, SetFocusSettings, void SetCurrentFocalLength(float InFocalLength), void SetCurrentAperture(const float NewCurrentAperture)) so derived values recompute. ACineCameraActor adds LookatTrackingSettings (FCameraLookatTrackingSettings). ACameraRig_Rail exposes CurrentPositionOnRail (0–1 along its spline) and bLockOrientationToRail; ACameraRig_Crane exposes CranePitch, CraneYaw, CraneArmLength, bLockMountPitch and bLockMountYaw. Attach a camera actor to either and animate the exposed floats. Sequencer ownership: camera cuts, spawnables, ULevelSequencePlayer and take recording belong to ue-sequencer-cinematics. This skill covers the camera objects themselves.

Gameplay Camera System

The GameplayCameras plugin (Experimental in 5.8) is enabled by default. A UCameraAsset holds a UCameraDirector plus enter/exit transitions; the director picks which UCameraRigAsset runs each frame; a rig is a tree of UCameraNode objects rooted at RootNode; the running system blends rigs on a blend stack and outputs an FMinimalViewInfo. Put a UGameplayCameraComponent on the pawn and point it at a camera asset:

// MyGameplayCameraCharacter.h
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyGameplayCameraCharacter.generated.h"

class UGameplayCameraComponent;

UCLASS()
class MYGAME_API AMyGameplayCameraCharacter : public ACharacter
{
    GENERATED_BODY()

public:
    AMyGameplayCameraCharacter();

    virtual void BeginPlay() override;

private:
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera", meta = (AllowPrivateAccess = "true"))
    TObjectPtr<UGameplayCameraComponent> GameplayCamera;
};

// MyGameplayCameraCharacter.cpp - also include GameFramework/GameplayCameraComponent.h
#include "MyGameplayCameraCharacter.h"

AMyGameplayCameraCharacter::AMyGameplayCameraCharacter()
{
    GameplayCamera = CreateDefaultSubobject<UGameplayCameraComponent>(TEXT("GameplayCamera"));
    GameplayCamera->SetupAttachment(RootComponent);
}

void AMyGameplayCameraCharacter::BeginPlay()
{
    Super::BeginPlay();

    if (APlayerController* PC = Cast<APlayerController>(GetController()))
    {
        if (PC->IsLocalController())
        {
            GameplayCamera->ActivateCameraForPlayerController(PC, true);
        }
    }
}

Set the asset on FCameraAssetReference CameraReference (the property that replaced the old direct UCameraAsset pointer). The activation API lives on UGameplayCameraComponentBase: void ActivateCameraForPlayerIndex(int32 PlayerIndex, bool bSetAsViewTarget = true), void ActivateCameraForPlayerController(APlayerController* PlayerController, bool bSetAsViewTarget = true), and Deactivate() inherited from UActorComponent. Useful state: bRunStandaloneCameraSystem, bSetControlRotationWhenViewTarget, DefaultPlayer, FRotator GetEvaluatedCameraRotation() const and UCineCameraComponent* GetOutputCameraComponent() const — the output is a cine camera, so lens and focus settings come for free.

ClassRole
UGameplayCameraComponent / AGameplayCameraActorruns a UCameraAsset in its own evaluation context
UGameplayCameraRigComponent / AGameplayCameraRigActorruns a single UCameraRigAsset without authoring a camera asset
UGameplayCameraSystemComponent / AGameplayCameraSystemActorhosts the camera system itself; ActivateCameraSystemForPlayerController(APlayerController*), DeactivateCameraSystem(AActor* NextViewTarget = nullptr), bSetPlayerControllerRotation
AGameplayCamerasPlayerCameraManagerAPlayerCameraManager subclass that runs the system; ActivateGameplayCamera, plus Blueprint-only (not exported, link error from C++) StealPlayerController / ReleasePlayerController
UGameplayControlRotationComponentkeeps the player's control rotation in sync with the camera; AxisActions, AutoActivateForPlayer; its ActivateControlRotationManagementFor* functions are not exported — Blueprint only (GameplayControlRotationComponent.h:40-53)

Camera directors that ship in 5.8: USingleCameraDirector (one CameraRig), UBlueprintCameraDirector (runs a UBlueprintCameraDirectorEvaluator subclass — implement RunCameraDirector and call ActivateCameraRig), UStateTreeCameraDirector (a FStateTreeReference built with UCameraDirectorStateTreeSchema), and UPriorityQueueCameraDirector.

Runtime rig control, without touching the director, is on the component and on the camera manager: FCameraRigInstanceID ActivatePersistentBaseCameraRig(UCameraRigAsset* CameraRig) (plus Global and Visual variants), void DeactivateCameraRig(FCameraRigInstanceID InstanceID, bool bImmediately = false), FCameraRigInstanceID StartGlobalCameraModifierRig(const UCameraRigAsset* CameraRig, int32 OrderKey = 0) / StartVisualCameraModifierRig / void StopCameraModifierRig(FCameraRigInstanceID InstanceID, bool bImmediately = false). Shakes use FCameraShakeInstanceID StartCameraShakeAsset(const UCameraShakeAsset* CameraShake, float ShakeScale = 1.f, ECameraShakePlaySpace PlaySpace = ECameraShakePlaySpace::CameraLocal, FRotator UserPlaySpaceRotation = FRotator::ZeroRotator) and bool StopCameraShakeAsset(FCameraShakeInstanceID InInstanceID, bool bImmediately = false). Node, variable, transition and service catalogues: references/gameplay-camera-system.md.

Custom Camera Node in C++

A node is a UCameraNode (data, editable in the rig graph) paired with an FCameraNodeEvaluator (runtime, allocated in the evaluator storage). The node overrides OnBuildEvaluator and returns Builder.BuildEvaluator<FMyEvaluator>(). The evaluator must use UE_DECLARE_CAMERA_NODE_EVALUATOR in the class and UE_DEFINE_CAMERA_NODE_EVALUATOR in the .cpp — they register its RTTI type ID, without which evaluator casts (CastThis, CastThisChecked) and type lookups fail (GetCameraNodeAs is a plain UObject Cast of the node and does not depend on them). Expose tunables as camera parameters (FVector3dCameraParameter and friends) so designers can bind them to camera variables, read them through a TCameraParameterReader<T> initialised in OnInitialize, and write the result through the FCameraPose setters in OnRun. Keep ECameraNodeEvaluatorFlags minimal — evaluators start at Default (parameter updates, serialization and operations), so clear the ones you do not use with SetNodeEvaluatorFlags.

Worked shoulder-offset node and the full hook lists for both classes: references/gameplay-camera-system.md.

Debugging Cameras

SymptomCheck
Wrong actor on screenShowDebug Camera — prints the camera manager state including the view target
Nothing visible after possessionbAutoManageActiveCameraTarget, or a SetViewTarget call that never ran
CalcCamera override ignoredtarget is an ACameraActor, a Blueprint BlueprintUpdateCamera returned true, or the override calls Super::CalcCamera (which picks the camera component)
Camera clipped into geometrybDoCollisionTest, ProbeChannel, ProbeSize on the boom
Blend snapped instead of easingBlendTime is 0, or BlendFunc is VTBlend_PreBlended
Pitch runs past verticalViewPitchMin / ViewPitchMax on the camera manager
Gameplay Cameras shows nothingGameplayCameras.Debug.Enable 1, then GameplayCameras.Debug.Categories nodetree

Gameplay Cameras CVars worth knowing: GameplayCameras.Debug.Enable, GameplayCameras.Debug.Categories (nodetree, directortree, blendstacks, services, posestats, viewfinder), GameplayCameras.Debug.SystemID, GameplayCameras.Debug.Trace, GameplayCameras.Debug.NodeTree.Filter, GameplayCameras.Debug.BlendStacks.Filter. Project settings live on UGameplayCamerasSettings (bAutoBuildInPIE, DefaultViewRotationMode). A dedicated server renders nothing, so shakes, fades and post-process work there is wasted — drive them from client RPCs, or guard with if (GetNetMode() != NM_DedicatedServer).

Deprecated — do not use

Do not emitUse in 5.8Source
#include "Camera/CameraShake.h"#include "Shakes/LegacyCameraShake.h"UE_DEPRECATED_HEADER(5.5) in EngineCameras/Legacy/Camera/CameraShake.h:9
#include "Shakes/MatineeCameraShake.h" / UMatineeCameraShakeULegacyCameraShakeUE_DEPRECATED_HEADER(5.5) in EngineCameras/Public/Shakes/MatineeCameraShake.h:9
UCameraAnim, UCameraAnimInst, PlayCameraAnimUCameraAnimationSequence + UEngineCamerasSubsystem::PlayCameraAnimationno UCameraAnim class exists in the 5.8 headers
FCameraRigParameterOverrides and the F*CameraRigParameterOverride structsFInstancedPropertyBag parameter overrides on FCameraRigAssetReferenceUE_DEPRECATED(5.7) in GameplayCameras/Public/Core/CameraRigAssetReference.h:26-43
UCameraRigProxyTableFCameraRigProxyRedirectTableUE_DEPRECATED(5.6) in GameplayCameras/Public/Core/CameraRigProxyRedirectTable.h:69
FBlueprintCameraDirectorEvaluationParams / ActivateParams / DeactivateParams as carriersparameters passed directly to RunCameraDirector / ActivateCameraDirector / DeactivateCameraDirectorUE_DEPRECATED(5.6) in GameplayCameras/Public/Directors/BlueprintCameraDirector.h:18,32,42
UActivateCameraRigFunctions::ActivatePersistentBaseCameraRig(WorldContext, PC, Rig)the same-named method on the gameplay camera component or camera managerDeprecatedFunction in GameplayCameras/Public/GameFramework/ActivateCameraRigFunctions.h:32
UGameplayCameraComponent::DeactivateCamera(bImmediately)Deactivate()DeprecatedFunction in GameplayCameras/Public/GameFramework/GameplayCameraComponentBase.h:212
UGameplayCameraComponent::Camera (raw UCameraAsset pointer)CameraReference (FCameraAssetReference)Camera_DEPRECATED in GameplayCameras/Public/GameFramework/GameplayCameraComponent.h:71
USimpleBlendCameraNode::SetBlendTime meaning "current"SetDefaultBlendTimeUE_DEPRECATED(5.7) in GameplayCameras/Public/Nodes/Blends/SimpleBlendCameraNode.h:29
UCineCameraComponent::FilmbackSettingsFilmbackFilmbackSettings_DEPRECATED in CinematicCamera/Public/CineCameraComponent.h:34
Calling APawn::CalcCamera as if the pawn had its own versionthe inherited AActor::CalcCamera virtual (a pawn subclass overrides it normally), or a camera componentAPawn does not declare CalcCamera in 5.8

Common Mistakes

bUsePawnControlRotation on both boom and camera: the control rotation is applied twice, so the camera counter-rotates during mouse look. Set it on the spring arm for third person, on the camera for first person, never both.

Calling Super::CalcCamera in a custom override: the base AActor::CalcCamera returns the first active camera component's view when bFindCameraComponentWhenViewTarget is true (Actor.cpp:3690-3702), overwriting your POV. Skip Super, or clear the flag.

Overriding UpdateViewTarget without calling Super::: the base fills OutVT.POV from the target's camera component or CalcCamera. Skip it and you get a zeroed POV at the world origin.

Getting ModifyCamera wrong: override virtual bool ModifyCamera(float DeltaTime, struct FMinimalViewInfo& InOutPOV), not the FVector/FRotator overload that bridges to Blueprint, and return false — true means "I am the last modifier" and silently kills every lower-priority modifier, including the shake modifier.

Calling StartCameraShake on the server: the server has its own camera manager, so the shake plays where nobody sees it. Use the client RPC ClientStartCameraShake from the server, or UGameplayStatics::PlayWorldCameraShake on the machine that renders.

Forgetting the Build.cs modules: UPerlinNoiseCameraShakePattern and ULegacyCameraShake need "EngineCameras", UCineCameraComponent needs "CinematicCamera", and everything under UE::Cameras needs "GameplayCameras". Missing modules produce link errors, not compile errors.

Writing a camera node evaluator without the RTTI macros: UE_DECLARE_CAMERA_NODE_EVALUATOR in the class body and UE_DEFINE_CAMERA_NODE_EVALUATOR at file scope are both required; without them the evaluator reports its base class's type ID, so evaluator casts and type lookups fail at runtime.

Subclassing UCameraShakeBase and overriding nothing: the base class has no motion of its own. Set a RootShakePattern (via ChangeRootShakePattern<T>() in the constructor, or in the asset) or subclass UDefaultCameraShakeBase.

Treating the Gameplay Camera System as final API: the plugin is Experimental in 5.8. Isolate it behind your own wrapper component if you need to survive engine upgrades.

Related Skills

  • ue-gameplay-framework — APlayerController, APawn, possession and the view-target owner
  • ue-actor-component-architecture — component attachment, sockets, tick order, CreateDefaultSubobject
  • ue-input-system — Enhanced Input actions and axes that feed control rotation and camera input nodes
  • ue-sequencer-cinematics — Level Sequences, camera cuts, spawnable cameras, take recording
  • ue-character-movement — bOrientRotationToMovement, RotationRate, crouch and eye-height changes
  • ue-ui-umg-slate — viewport-space UI, reticles and letterboxing that sit on top of the camera
  • ue-state-trees — State Trees, the schema behind UStateTreeCameraDirector

FAQ

What does the ue-gameplay-cameras skill do?

Use when building or fixing Unreal Engine cameras — spring-arm third-person rigs, first-person cameras, view-target blends, camera shakes, camera modifiers, cine cameras, or the Gameplay Camera System plugin. Also use when the user mentions 'APlayerCameraManager', 'USpringArmComponent', 'TargetArmLength', 'bUsePawnControlRotation', 'SetViewTargetWithBlend', 'UpdateViewTarget', 'CalcCamera', 'UCameraModifier', 'camera shake', 'UCameraShakeBase', 'FMinimalViewInfo', 'UGameplayCameraComponent', 'camera rig', 'camera director' or 'ShowDebug Camera'. For Sequencer shots, see ue-sequencer-cinematics; for the classes that own the camera, see ue-gameplay-framework; for input, see ue-input-system.

How do I install ue-gameplay-cameras?

Run npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-gameplay-cameras in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/ue-gameplay-cameras/ (personal) or .claude/skills/ue-gameplay-cameras/ (project).

Which AI agents can use ue-gameplay-cameras?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is ue-gameplay-cameras safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains ue-gameplay-cameras?

It is published by quodsoler in quodsoler/unreal-engine-skills. It has 227 recorded installs.

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