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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
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.

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.
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.