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Settings

This section describes all configurable settings exposed by the PloxTools: Third Person Camera component and related spline settings.

These settings define the default behavior of the camera system when configured in the editor. They control framing, rotation, collision, focus, movement-based modifiers, visual effects, debugging, and spline playback.

Where applicable, settings are grouped by system to match their organization in the plugin and in the Unreal Editor.


Preset

CameraSettingsAsset

References a Camera Settings Asset that can be applied to the component.

Applying a settings asset copies its values into the component. After applying, the copied settings can still be modified manually on the component instance.

Setting Type Description
CameraSettingsAsset UThirdPersonCameraSettingsAsset* Camera Settings Asset applied to this component. Its values are copied into the component when assigned or applied.

Framing

CameraDistance

Default distance between the pivot and the camera when no obstacles are blocking the view.

Setting Type Description
CameraDistance float Increasing this value moves the camera further back from the pivot.

PivotHeight

Base vertical height of the camera pivot above the actor origin.

Setting Type Description
PivotHeight float Base pivot height used for camera positioning. Independent from capsule size and stable during crouch.

AdditionalCameraOffset

Static local camera offset used for framing.

Setting Type Description
AdditionalCameraOffset FVector Local offset applied to the camera. X = forward/back, Y = right/left, Z = up/down. Often used for shoulder camera framing.

AdditionalPivotOffset

Additional offset applied to the pivot after pivot height is calculated.

Setting Type Description
AdditionalPivotOffset FVector Used to fine-tune the orbit center position.

Rotation

Rotation Lag

Controls smoothing between current and target camera rotation.

Setting Type Description
bEnableRotationLag bool Enables smooth interpolation between current and target rotation. When disabled, rotation follows input instantly.
RotationLagSpeed float Controls how quickly the camera rotation follows player input. Higher values feel more responsive.

Pitch Follow

Controls automatic pitch alignment when the player is not rotating the camera manually.

Setting Type Description
bEnablePitchMovementFollow bool Enables automatic pitch alignment toward a target resting pitch.
RestingCameraPitch float Target pitch angle in degrees the camera returns to when pitch follow is active.
PitchFollowSpeed float Speed at which camera pitch follows the target pitch.
PitchFollowRampDuration float Time in seconds for pitch follow to ramp up after the threshold is reached.
PitchFollowTimeThreshold float Minimum time in seconds without manual pitch input before pitch follow starts.
PitchFollowAngleThreshold float Minimum pitch angle difference required to trigger pitch follow.
PitchFollowMinSpeedThreshold float Minimum horizontal speed required to enable pitch follow.

Pitch Follow - Vertical Support

Controls pitch support based on vertical movement, including slopes and falling.

Setting Type Description
bEnableVerticalPitchSupport bool Enables vertical pitch support based on pawn vertical movement.
MaxVerticalPitchUpOffset float Maximum upward pitch offset applied when moving down or falling.
MaxVerticalPitchDownOffset float Maximum downward pitch offset applied when moving up.
MaxFallingPitchOffset float Maximum pitch offset applied while falling.

Pitch Follow - Ceiling Anticipation

Controls pitch adjustment when a ceiling is detected above the character.

Setting Type Description
bEnableCeilingAnticipation bool Enables automatic pitch adjustment when a ceiling is detected above the character.
CeilingCheckDistance float Maximum distance used to detect a ceiling above the pivot.
MaxCeilingPitchOffset float Maximum downward pitch offset applied when a ceiling is directly above.

Yaw Follow

Controls automatic yaw alignment toward movement direction when the player is not rotating the camera manually.

Setting Type Description
bEnableYawMovementFollow bool Enables automatic yaw alignment toward movement direction.
YawFollowSpeed float Speed at which camera yaw follows movement direction.
YawFollowDiagonalStrength float Minimum yaw follow strength when moving diagonally.
YawFollowRampDuration float Time in seconds for yaw follow to ramp up after the threshold is reached.
YawFollowTimeThreshold float Minimum time in seconds without manual yaw input before yaw follow starts.
YawFollowAngleThreshold float Minimum yaw angle difference required to trigger yaw follow.
YawFollowMinSpeedThreshold float Minimum horizontal speed required to enable yaw follow.
bResetYawFollowTimerOnForwardBackward bool If enabled, strictly forward or backward movement resets the yaw follow activation timer.

Pitch Constraints

Defines local pitch limits with soft slowdown near the active boundaries.

Setting Type Description
bEnablePitchConstraints bool Enables additional local pitch limits around the current view direction.
MinPitch float Minimum vertical look angle in degrees.
MaxPitch float Maximum vertical look angle in degrees.
PitchConstraintTolerance float Angular distance from the pitch limits where slowdown begins.
PitchConstraintsBlendTime float Time in seconds used to blend the camera pitch into a new constraint window when needed.

Yaw Constraints

Defines yaw limits with soft slowdown near the active boundaries.

Setting Type Description
bEnableYawConstraints bool Enables yaw limits with slowdown near the active boundaries.
MinYaw float Minimum yaw angle in degrees. Uses -180..180 space and can be greater than MaxYaw for wrapped intervals.
MaxYaw float Maximum yaw angle in degrees. Uses -180..180 space and can be less than MinYaw for wrapped intervals.
YawConstraintTolerance float Angular distance from the yaw limits where slowdown begins.
YawConstraintsBlendTime float Time in seconds used to blend the camera yaw into a new constraint window when needed.

Movement Anticipation

Controls camera anticipation based on movement direction and speed.

Setting Type Description
bEnableMovementAnticipation bool Enables camera anticipation based on character movement direction.
AnticipationStrength float Maximum offset applied in movement direction.
AnticipationInterpSpeed float Interpolation speed of the anticipation offset.
bAnticipationLateralOnly bool If enabled, anticipation only applies left/right offset relative to the camera.
AnticipationLookInputDelay float Time after last look input before anticipation becomes active again.
AnticipationFullSpeed float Character speed at which movement anticipation reaches full strength.
AnticipationActivationInterpSpeed float Speed at which movement anticipation activates and deactivates.

Pitch Effects

Camera Distance

Controls pitch-based modification of camera distance.

Setting Type Description
bEnablePitchCameraDistanceModifier bool If enabled, base camera distance is modified by camera pitch before collision.
PitchDistanceDownPercent float Base distance change percentage when looking downward.
PitchDistanceUpPercent float Base distance change percentage when looking upward.

FOV

Controls pitch-based modification of camera field of view.

Setting Type Description
bEnablePitchFOVModifier bool If enabled, camera FOV is modified by camera pitch.
PitchFOVDownPercent float FOV change percentage when looking downward.
PitchFOVUpPercent float FOV change percentage when looking upward.

Speed Effects

General

Defines the speed range used for speed-based camera modifiers.

Setting Type Description
SpeedModifierMinSpeed float Character speed at which the modifier starts affecting the camera.
SpeedModifierMaxSpeed float Character speed at which the modifier reaches maximum effect.

Camera Distance

Controls speed-based modification of camera distance.

Setting Type Description
bSpeedModifyCameraDistance bool Whether the speed modifier affects camera distance.
SpeedMinCameraDistance float Camera distance offset when speed is at minimum.
SpeedMaxCameraDistance float Camera distance offset when speed is at maximum.
SpeedCameraDistanceInterpSpeed float Interpolation speed of the camera distance modifier.
SpeedCameraDistanceCurve UCurveFloat* Optional curve controlling how normalized speed maps to camera distance offset.

FOV

Controls speed-based modification of field of view.

Setting Type Description
bSpeedModifyFOV bool Whether the speed modifier affects FOV.
SpeedMinFOV float FOV offset when speed is at minimum.
SpeedMaxFOV float FOV offset when speed is at maximum.
SpeedFOVInterpSpeed float Interpolation speed of the FOV modifier.
SpeedFOVCurve UCurveFloat* Optional curve controlling how normalized speed maps to FOV offset.

Camera Shake

Idle

Controls subtle shake while the character is idle.

Setting Type Description
bEnableIdleCameraShake bool Enables idle camera shake when the character is not moving.
IdleCameraShakeClass TSubclassOf<UCameraShakeBase> Camera shake class played while the character is idle.
IdleShakeScale float Scale multiplier applied to the idle shake intensity.

Movement

Controls movement-driven camera shake.

Setting Type Description
bEnableMovementCameraShake bool Enables camera shake driven by character movement speed.
MovementCameraShakeClass TSubclassOf<UCameraShakeBase> Camera shake class used for movement shake.
MovementShakeMinSpeed float Movement speed at which camera shake begins to appear.
MovementShakeMaxSpeed float Movement speed at which the camera shake reaches maximum intensity.
MovementShakeMinScale float Shake scale applied when speed equals MovementShakeMinSpeed.
MovementShakeMaxScale float Shake scale applied when speed reaches MovementShakeMaxSpeed.
MovementShakeInterpSpeed float Interpolation speed used to smooth movement shake intensity.
MovementShakeCurve UCurveFloat* Optional curve used to remap normalized movement speed to shake intensity.

Focus

General

Controls how the camera behaves while focusing on a target.

Setting Type Description
FocusMode EFocusMode Defines how the camera behaves when focusing on a target.
bEnableAutoClearByDistance bool If enabled, focus is cleared when the distance to the target exceeds the defined threshold.
AutoClearDistance float Maximum allowed distance from pivot to focus target before focus is cleared.
bEnableAutoClearByVisibility bool If enabled, focus is cleared when the target is no longer visible from the pivot position.
AutoClearVisibilityDelay float Time in seconds the target must remain invisible before focus is cleared.

Hard Lock

Setting Type Description
HardLockRotationSpeed float Controls how quickly the camera rotates toward the focus target in Hard Lock mode

Soft Lock

Controls limited player freedom while the camera remains guided toward the focus target.

Setting Type Description
SoftYawLimit float Maximum yaw angle the player can rotate away from the focus target before automatic return begins.
SoftPitchLimit float Maximum pitch angle the player can rotate away from the focus target before automatic return begins.
SoftReturnSpeed float Speed at which the camera returns toward the focus target when Soft Lock limits are exceeded.

Soft Lock - Hard Limits

Adds hard angular limits relative to the focus target.

Setting Type Description
bEnableHardYawLimit bool If enabled, prevents the camera from rotating beyond the defined hard yaw limit.
bEnableHardPitchLimit bool If enabled, prevents the camera from rotating beyond the defined hard pitch limit.
HardYawLimit float Maximum allowed yaw deviation from the focus target when hard yaw clamping is enabled.
HardPitchLimit float Maximum allowed pitch deviation from the focus target when hard pitch clamping is enabled.

Collision

General

Controls main camera collision behavior.

Setting Type Description
bEnableCameraCollision bool Enables camera collision handling.
CameraCollisionRadius float Radius of the collision sphere used between the pivot and the camera.
MinDistanceFromPivot float Minimum distance the camera is allowed to move toward the pivot.
CollisionRecoverySpeed float How quickly the camera returns to its normal distance after an obstacle is no longer blocking it.
bIgnoreCharacters bool If true, camera collision sweeps ignore Character actors.
IgnoreCollisionTags TArray<FName> Actors with any of these tags are ignored by camera collision.

Advanced

Controls compression and smoothing behavior after collision is detected.

Setting Type Description
CollisionCompressionSpeed float Controls how quickly the camera compresses toward the safe distance when a collision is detected.
CollisionDistanceSmoothingSpeed float Controls how smoothly the computed safe camera distance changes over time.

Advanced - Predictive Avoidance

Controls predictive obstacle detection using additional feeler probes.

Setting Type Description
bEnablePredictiveAvoidance bool Enables predictive collision avoidance using additional feeler probes.
FeelerYawOffset float Angular offset in degrees for side feeler probes.
FeelerPairs int32 Number of feeler probe pairs cast symmetrically around the main camera direction.
FeelerProbeRadius float Radius of each predictive avoidance probe.

Dithering

Controls fading of blocking objects between the camera and the character.

Setting Type Description
bEnableDithering bool Enables camera dithering for obstructing objects.
bDitherOwner bool If enabled, the owner character also fades when the camera is very close or inside the character mesh.
DitherTags TArray<FName> Actors containing any of these tags can fade when they block the camera view.
DitherMinOpacity float Minimum opacity applied during dithering.
DitherSpeed float Controls how quickly objects fade in and out.
DitherSweepRadius float Radius of the sweep used to detect objects blocking the camera view.
DitherOverlapRadius float Radius around the camera used to detect nearby objects for dithering.

Debug

Controls runtime debug visualization for the camera system.

Setting Type Description
bDebugPivot bool Draws the camera pivot point.
bDebugIdealCamera bool Draws the ideal camera position before collision resolution is applied.
bDebugFinalCamera bool Draws the final camera position after collision handling and arm interpolation.
bDebugCollisionSweep bool Draws the main collision sweep from the pivot toward the ideal camera position.
bDebugCollisionHit bool Draws collision hit points detected during camera collision sweeps.
bDebugFocus bool Draws the focus target location and a line from the camera pivot to the target.

Spline Settings

These settings define how the camera behaves for a specific spline actor placed in the world while a spline camera is active.

Each spline can have its own independent configuration. These settings correspond to FThirdPersonCameraSplineSettings.

General

Setting Type Description
Mode EThirdPersonCameraSplineMode Determines how the camera moves along the spline.
bFocusPlayerCharacter bool If enabled, the camera rotates to follow the player character while moving along the spline. Ignored if FocusTarget is set.
FocusTarget AActor* Specific Actor for the camera to focus on while moving along the spline. Overrides bFocusPlayerCharacter when set.
FocusOffset FVector World-space offset added to the focus point when using FocusTarget or player-character focus.

Ease

Setting Type Description
EaseInDuration float Time in seconds it takes for the camera to blend from the gameplay camera into the spline camera.
EaseOutDuration float Time in seconds it takes for the camera to blend from the spline camera back to the gameplay camera.

Timed Mode

Setting Type Description
PlayRate float Playback speed multiplier when the spline is played in Timed mode.
bLoop bool If enabled, the camera loops the spline continuously in Timed mode.

Tethered Mode

Setting Type Description
TetherType EThirdPersonCameraSplineTetherType Determines how the camera maintains distance relative to the player while following the spline.
MinDistanceFromOwner float Minimum distance the camera should maintain from the player when using distance-constrained tether types.

Tethered Mode - Rotation

Setting Type Description
bEnableTetheredRotationSoftLock bool If enabled, the player can manually rotate away from the spline rotation while in Tethered mode.
TetheredRotationYawLimit float Maximum yaw offset in degrees that can be applied on top of the spline camera rotation.
TetheredRotationPitchLimit float Maximum pitch offset in degrees that can be applied on top of the spline camera rotation.
TetheredRotationReturnSpeed float Speed at which the manual rotation offset returns back to zero after look input stops.
TetheredRotationFollowSpeed float Speed at which the visible camera rotation follows the internally tracked manual rotation offset.