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 |
|---|---|---|
| Camera Settings Asset | 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 |
|---|---|---|
| Camera Distance | 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 |
|---|---|---|
| Pivot Height | 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 |
|---|---|---|
| Additional Camera Offset | 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 |
|---|---|---|
| Additional Pivot Offset | FVector |
Used to fine-tune the orbit center position. |
Rotation
Rotation Lag
Controls smoothing between current and target camera rotation.
| Setting | Type | Description |
|---|---|---|
| Enable Rotation Lag | bool |
Enables smooth interpolation between current and target rotation. When disabled, rotation follows input instantly. |
| Rotation Lag Speed | 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 |
|---|---|---|
| Enable Pitch Movement Follow | bool |
Enables automatic pitch alignment toward a target resting pitch. |
| Resting Camera Pitch | float |
Target pitch angle in degrees the camera returns to when pitch follow is active. |
| Pitch Follow Speed | float |
Speed at which camera pitch follows the target pitch. |
| Pitch Follow Ramp Duration | float |
Time in seconds for pitch follow to ramp up after the threshold is reached. |
| Pitch Follow Time Threshold | float |
Minimum time in seconds without manual pitch input before pitch follow starts. |
| Pitch Follow Angle Threshold | float |
Minimum pitch angle difference required to trigger pitch follow. |
| Pitch Follow Min Speed Threshold | 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 |
|---|---|---|
| Enable Vertical Pitch Support | bool |
Enables vertical pitch support based on pawn vertical movement. |
| Max Vertical Pitch Up Offset | float |
Maximum upward pitch offset applied when moving down or falling. |
| Max Vertical Pitch Down Offset | float |
Maximum downward pitch offset applied when moving up. |
| Max Falling Pitch Offset | float |
Maximum pitch offset applied while falling. |
Pitch Follow - Ceiling Anticipation
Controls pitch adjustment when a ceiling is detected above the owner, including early anticipation before reaching the obstacle.
| Setting | Type | Description |
|---|---|---|
| Enable Ceiling Anticipation | bool |
Enables automatic pitch adjustment when a ceiling is detected above the owner. |
| Ceiling Up Check Distance | float |
Maximum vertical distance used to detect a ceiling above the pivot. |
| Ceiling Forward Check Distance | float |
Forward distance used to sample ceiling ahead of the owner. Allows the system to anticipate low ceilings before the owner reaches them. |
| Max Ceiling Pitch Offset | float |
Maximum downward pitch offset applied when a ceiling is detected. |
Yaw Follow
Controls automatic yaw alignment toward movement direction when the player is not rotating the camera manually.
| Setting | Type | Description |
|---|---|---|
| Enable Yaw Movement Follow | bool |
Enables automatic yaw alignment toward movement direction. |
| Yaw Follow Speed | float |
Speed at which camera yaw follows movement direction. |
| Yaw Follow Diagonal Strength | float |
Minimum yaw follow strength when moving diagonally. |
| Yaw Follow Ramp Duration | float |
Time in seconds for yaw follow to ramp up after the threshold is reached. |
| Yaw Follow Time Threshold | float |
Minimum time in seconds without manual yaw input before yaw follow starts. |
| Yaw Follow Angle Threshold | float |
Minimum yaw angle difference required to trigger yaw follow. |
| Yaw Follow Min Speed Threshold | float |
Minimum horizontal speed required to enable yaw follow. |
| Reset Yaw Follow Timer On Forward Backward | 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 |
|---|---|---|
| Enable Pitch Constraints | bool |
Enables additional local pitch limits around the current view direction. |
| Min Pitch | float |
Minimum vertical look angle in degrees. |
| Max Pitch | float |
Maximum vertical look angle in degrees. |
| Pitch Constraint Tolerance | float |
Angular distance from the pitch limits where slowdown begins. |
| Pitch Constraints Blend Time | 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 |
|---|---|---|
| Enable Yaw Constraints | bool |
Enables yaw limits with slowdown near the active boundaries. |
| Min Yaw | float |
Minimum yaw angle in degrees. Uses -180..180 space and can be greater than MaxYaw for wrapped intervals. |
| Max Yaw | float |
Maximum yaw angle in degrees. Uses -180..180 space and can be less than MinYaw for wrapped intervals. |
| Yaw Constraint Tolerance | float |
Angular distance from the yaw limits where slowdown begins. |
| Yaw Constraints Blend Time | float |
Time in seconds used to blend the camera yaw into a new constraint window when needed. |
Location Lag
Controls positional smoothing of the gameplay camera pivot before camera placement and collision are calculated.
Location Lag can be enabled separately for horizontal movement and vertical movement. This allows the camera to smooth vertical terrain changes without necessarily adding horizontal delay.
| Setting | Type | Description |
|---|---|---|
| Enable Location Lag XY | bool |
Enables horizontal location lag for the gameplay camera pivot. |
| Enable Location Lag Z | bool |
Enables vertical location lag for the gameplay camera pivot. |
| Use Separate Location Lag Z When Falling | bool |
If enabled, uses a separate vertical lag speed while the character is jumping or falling. This keeps airborne camera movement responsive without snapping instantly to the raw pivot. |
| Location Lag Speed XY | float |
Controls how quickly the lagged camera pivot follows horizontal movement. Higher values feel more responsive. |
| Location Lag Speed Z | float |
Controls how quickly the lagged camera pivot follows vertical movement. Lower values produce softer smoothing over steps, uneven terrain, and height changes. |
| Location Lag Speed Z When Falling | float |
Controls how quickly the lagged camera pivot follows vertical movement while the character is jumping or falling. Higher values reduce camera delay in the air. |
| Max Location Lag Distance | float |
Maximum allowed distance between the raw pivot and the lagged pivot. Set to 0 to disable distance limiting. |
Movement Anticipation
Controls camera anticipation based on movement direction and speed.
| Setting | Type | Description |
|---|---|---|
| Enable Movement Anticipation | bool |
Enables camera anticipation based on owner movement direction. |
| Anticipation Strength | float |
Maximum offset applied in movement direction. |
| Anticipation Interp Speed | float |
Interpolation speed of the anticipation offset. |
| Anticipation Lateral Only | bool |
If enabled, anticipation only applies left/right offset relative to the camera. |
| Anticipation Look Input Delay | float |
Time after last look input before anticipation becomes active again. |
| Anticipation Full Speed | float |
Owner speed at which movement anticipation reaches full strength. |
| Anticipation Activation Interp Speed | float |
Speed at which movement anticipation activates and deactivates. |
Pitch Based Effects
Camera Distance
Controls pitch-based modification of camera distance.
| Setting | Type | Description |
|---|---|---|
| Enable Pitch Camera Distance Modifier | bool |
If enabled, base camera distance is modified by camera pitch before collision. |
| Pitch Distance Down Percent | float |
Base distance change percentage when looking downward. |
| Pitch Distance Up Percent | float |
Base distance change percentage when looking upward. |
FOV
Controls pitch-based modification of camera field of view.
| Setting | Type | Description |
|---|---|---|
| Enable Pitch FOV Modifier | bool |
If enabled, camera FOV is modified by camera pitch. |
| Pitch FOV Down Percent | float |
FOV change percentage when looking downward. |
| Pitch FOV Up Percent | float |
FOV change percentage when looking upward. |
Speed Based Effects
General
Defines the speed range used for speed-based camera modifiers.
| Setting | Type | Description |
|---|---|---|
| Speed Modifier Min Speed | float |
Owner speed at which the modifier starts affecting the camera. |
| Speed Modifier Max Speed | float |
Owner speed at which the modifier reaches maximum effect. |
Camera Distance
Controls speed-based modification of camera distance.
| Setting | Type | Description |
|---|---|---|
| Speed Modify Camera Distance | bool |
Whether the speed modifier affects camera distance. |
| Speed Min Camera Distance | float |
Camera distance offset when speed is at minimum. |
| Speed Max Camera Distance | float |
Camera distance offset when speed is at maximum. |
| Speed Camera Distance Interp Speed | float |
Interpolation speed of the camera distance modifier. |
| Speed Camera Distance Curve | UCurveFloat* |
Optional curve controlling how normalized speed maps to camera distance offset. |
FOV
Controls speed-based modification of field of view.
| Setting | Type | Description |
|---|---|---|
| Speed Modify FOV | bool |
Whether the speed modifier affects FOV. |
| Speed Min FOV | float |
FOV offset when speed is at minimum. |
| Speed Max FOV | float |
FOV offset when speed is at maximum. |
| Speed FOV Interp Speed | float |
Interpolation speed of the FOV modifier. |
| Speed FOV Curve | 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 |
|---|---|---|
| Enable Idle Camera Shake | bool |
Enables idle camera shake when the owner is not moving. |
| Idle Camera Shake Class | TSubclassOf<UCameraShakeBase> |
Camera shake class played while the owner is idle. |
| Idle Shake Scale | float |
Scale multiplier applied to the idle shake intensity. |
Movement
Controls movement-driven camera shake.
| Setting | Type | Description |
|---|---|---|
| Enable Movement Camera Shake | bool |
Enables camera shake driven by owner movement speed. |
| Movement Camera Shake Class | TSubclassOf<UCameraShakeBase> |
Camera shake class used for movement shake. |
| Movement Shake Min Speed | float |
Movement speed at which camera shake begins to appear. |
| Movement Shake Max Speed | float |
Movement speed at which the camera shake reaches maximum intensity. |
| Movement Shake Min Scale | float |
Shake scale applied when speed equals MovementShakeMinSpeed. |
| Movement Shake Max Scale | float |
Shake scale applied when speed reaches MovementShakeMaxSpeed. |
| Movement Shake Interp Speed | float |
Interpolation speed used to smooth movement shake intensity. |
| Movement Shake Curve | 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 |
|---|---|---|
| Focus Mode | EFocusMode |
Defines how the camera behaves when focusing on a target. |
| Enable Auto Clear By Distance | bool |
If enabled, focus is cleared when the distance to the target exceeds the defined threshold. |
| Auto Clear Distance | float |
Maximum allowed distance from pivot to focus target before focus is cleared. |
| Enable Auto Clear By Visibility | bool |
If enabled, focus is cleared when the target is no longer visible from the pivot position. |
| Auto Clear Visibility Delay | float |
Time in seconds the target must remain invisible before focus is cleared. |
Hard Lock
| Setting | Type | Description |
|---|---|---|
| Hard Lock Rotation Speed | 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 |
|---|---|---|
| Soft Yaw Limit | float |
Maximum yaw angle the player can rotate away from the focus target before automatic return begins. |
| Soft Pitch Limit | float |
Maximum pitch angle the player can rotate away from the focus target before automatic return begins. |
| Soft Return Speed | 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 |
|---|---|---|
| Enable Hard Yaw Limit | bool |
If enabled, prevents the camera from rotating beyond the defined hard yaw limit. |
| Enable Hard Pitch Limit | bool |
If enabled, prevents the camera from rotating beyond the defined hard pitch limit. |
| Hard Yaw Limit | float |
Maximum allowed yaw deviation from the focus target when hard yaw clamping is enabled. |
| Hard Pitch Limit | 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 |
|---|---|---|
| Enable Camera Collision | bool |
Enables camera collision handling. |
| Camera Collision Radius | float |
Radius of the collision sphere used between the pivot and the camera. |
| Min Distance From Pivot | float |
Minimum distance the camera is allowed to move toward the pivot. |
| Collision Recovery Speed | float |
How quickly the camera returns to its normal distance after an obstacle is no longer blocking it. |
| Ignore Characters | bool |
If true, camera collision sweeps ignore Character actors. |
| Ignore Collision Tags | 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 |
|---|---|---|
| Collision Compression Speed | float |
Controls how quickly the camera compresses toward the safe distance when a collision is detected. |
| Collision Distance Smoothing Speed | 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 |
|---|---|---|
| Enable Predictive Avoidance | bool |
Enables predictive collision avoidance using additional feeler probes. |
| Feeler Yaw Offset | float |
Angular offset in degrees for side feeler probes. |
| Feeler Pairs | int32 |
Number of feeler probe pairs cast symmetrically around the main camera direction. |
| Feeler Probe Radius | float |
Radius of each predictive avoidance probe. |
Dithering
Controls fading of blocking objects between the camera and the character.
| Setting | Type | Description |
|---|---|---|
| Enable Dithering | bool |
Enables camera dithering for obstructing objects. |
| Dither Owner | bool |
If enabled, the owner character also fades when the camera is very close or inside the character mesh. |
| Dither Attached Actors | bool |
If enabled, actors attached to the owner will also fade when owner dithering is active. Useful for weapons, armor, cosmetic actors, and other attached equipment. |
| Owner Dither Attached Actor Ignore Classes | TArray<TSubclassOf<AActor>> |
Attached actor classes excluded from owner dithering. Useful for riders, passengers, mounted characters, AI characters, or other gameplay actors attached to the owner that should remain visible. |
| Owner Dither Bounds Ignore Component Classes | TArray<TSubclassOf<UPrimitiveComponent>> |
Component classes ignored when checking whether the camera is inside the owner or attached actor bounds for owner dithering. Useful for helper components, widgets, draw frustums, particles, or custom gameplay components that should not trigger owner fading. |
| Dither Tags | TArray<FName> |
Actors containing any of these tags can fade when they block the camera view. |
| Dither Min Opacity | float |
Minimum opacity applied during dithering. |
| Dither Speed | float |
Controls how quickly objects fade in and out. |
| Dither Sweep Radius | float |
Radius of the sweep used to detect objects blocking the camera view. |
| Dither Overlap Radius | float |
Radius around the camera used to detect nearby objects for dithering. |
Debug
Controls runtime debug visualization for the camera system.
| Setting | Type | Description |
|---|---|---|
| Debug Pivot | bool |
Draws the camera pivot point. |
| Debug Ideal Camera | bool |
Draws the ideal camera position before collision resolution is applied. |
| Debug Final Camera | bool |
Draws the final camera position after collision handling and arm interpolation. |
| Debug Collision Sweep | bool |
Draws the main collision sweep from the pivot toward the ideal camera position. |
| Debug Collision Hit | bool |
Draws collision hit points detected during camera collision sweeps. |
| Debug Collision Feelers | bool |
Draws predictive avoidance feeler sweeps used to probe collision around the main camera direction. |
| Debug Focus | 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. |
| Focus Owner | bool |
If enabled, the camera rotates to follow the owner while moving along the spline. Ignored if Focus Target is set. |
| Focus Target | AActor* |
Specific Actor for the camera to focus on while moving along the spline. Overrides player-character focus when set. |
| Focus Offset | FVector |
World-space offset added to the focus point when using Focus Target or player-character focus. |
Ease
| Setting | Type | Description |
|---|---|---|
| Ease In Duration | float |
Time in seconds it takes for the camera to blend from the gameplay camera into the spline camera. |
| Ease Out Duration | 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 |
|---|---|---|
| Play Rate | float |
Playback speed multiplier when the spline is played in Timed mode. |
| Loop | bool |
If enabled, the camera loops the spline continuously in Timed mode. |
Tethered Mode
| Setting | Type | Description |
|---|---|---|
| Tether Type | EThirdPersonCameraSplineTetherType |
Determines how the camera maintains distance relative to the player while following the spline. |
| Min Distance From Owner | float |
Minimum distance the camera should maintain from the player when using distance-constrained tether types. |
Tethered Mode - Rotation
| Setting | Type | Description |
|---|---|---|
| Enable Tethered Rotation Soft Lock | bool |
If enabled, the player can manually rotate away from the spline rotation while in Tethered mode. |
| Tethered Rotation Yaw Limit | float |
Maximum yaw offset in degrees that can be applied on top of the spline camera rotation. |
| Tethered Rotation Pitch Limit | float |
Maximum pitch offset in degrees that can be applied on top of the spline camera rotation. |
| Tethered Rotation Return Speed | float |
Speed at which the manual rotation offset returns back to zero after look input stops. |
| Tethered Rotation Follow Speed | float |
Speed at which the visible camera rotation follows the internally tracked manual rotation offset. |