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Customize the camera

The camera is data: Gameplay Cameras rigs chosen by chooser tables. Most changes need no Blueprint work. Background: Camera system.

All assets are in /GASPALS/Systems/CameraSystem/Rigs. Open a rig to edit it in the Camera Rig editor. Save each rig asset after editing.

Change distance, field of view or damping for everything

Open ThirdPerson/CameraRig_TP_Base. Its exposed parameters (boom arm offset, camera offset, field of view, forward / lateral / vertical damping) are the shared defaults. The variants (CameraRig_TP_Close_Freecam...) override some of them: check a variant before assuming the base value applies.

Change one situation

Each third-person situation has its own rig: CameraRig_TP_<Close|Medium|Far>_<Freecam|Strafe|Aim>. For example, to bring the camera closer while aiming at the medium distance, edit CameraRig_TP_Medium_Aim.

Change the crouch, shoulder and cover offsets

Rig Default offset
CameraRig_TP_Offset_Crouch 50 cm down
CameraRig_TP_Offset_Right 100 cm to the side (right shoulder)
CameraRig_TP_Offset_CoverLow 80 cm up behind low cover
CameraRig_TP_Offset_CoverEdgeLeft / Right 60 cm toward the open side at a wall end

Edit the offset node's translation in each rig.

Change the first-person field of view

Open FirstPerson/CameraRig_FP_Base and change its field of view. Keep its First Person node: it keeps the first-person meshes out of the third-person body's shadow. For the Split mode's arm scale, edit CameraRig_FP_Scale.

Add a camera style

  1. Add rigs for the new style (duplicate the Medium ones: CameraRig_TP_Medium_Freecam, _Strafe, _Aim).
  2. Add an enumerator to /GASPALS/Systems/CameraSystem/Data/E_CameraStyle.
  3. Open CHT_CameraRigs_ThirdPerson and add three rows for the new style (Free, Strafe and Aim modes) pointing to your rigs. Do the same in CHT_CameraRigs_TopDown and _SideScroller if the style should exist there.
  4. The style input (2) cycles through all enum values, so the new style is included.

Change the start perspective or style

On the pawn's AC_CameraSystem component: Camera Perspective and Camera Style. The style also follows DDCvar.CameraStyle.

Limit the perspectives

The perspective input cycles every value of E_CameraPerspective. To offer only some (for example third and first person), edit the IA_Camera_Perspective event in AC_CameraSystem's Event Graph to pick the next allowed value, or remove the input mapping and call SetCameraPerspective from your own logic.

Restyle the crosshair

Edit W_Crosshair. Keep its SetCoverTargeted function: the camera system calls it to tint the dot when cover is targeted.

Check what is active

GameplayCameras.Debug.Enable 1 in the console shows the active rigs and their parameters.