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¶
- Add rigs for the new style (duplicate the Medium ones:
CameraRig_TP_Medium_Freecam,_Strafe,_Aim). - Add an enumerator to
/GASPALS/Systems/CameraSystem/Data/E_CameraStyle. - Open
CHT_CameraRigs_ThirdPersonand add three rows for the new style (Free, Strafe and Aim modes) pointing to your rigs. Do the same inCHT_CameraRigs_TopDownand_SideScrollerif the style should exist there. - 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.