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Camera Control

The Camera Control section provides runtime functions for directly controlling camera behavior.

Unlike systems such as Focus or Spline, these functions do not define camera behavior on their own.
Instead, they allow you to temporarily override or adjust the camera during gameplay.

This is commonly used for:

  • gameplay events
  • cutscenes and transitions
  • scripted camera adjustments
  • player control management

Camera Rotation

You can smoothly rotate the camera to a specific rotation using:

  • Set Camera Rotation

This function:

  • rotates the camera toward a target rotation
  • blends over time using Blend Time
  • supports different rotation override modes
  • provides an optional completion callback

This is useful for:

  • snapping or aligning the camera during gameplay
  • cinematic transitions
  • re-centering the camera

Limitations

Camera rotation override is ignored when:

  • a Focus is active
  • a Spline is active

Reset Camera Rotation

You can smoothly return the camera to a predefined gameplay orientation using:

  • Reset Camera Rotation

This function is primarily used to rotate the camera back behind the character.

It is useful when you want to:

  • re-center the camera behind the player
  • restore a clean gameplay view after manual camera movement
  • align the camera with the character during gameplay

This function:

  • smoothly rotates the camera using Blend Time
  • uses a selected Reset Mode
  • clears active focus before resetting

Limitations

Reset Camera Rotation does not work while:

  • Focus is active
  • Spline is active

Camera System Control

You can enable or disable the entire camera system:

  • Set Camera System Enabled
  • Is Camera System Enabled

When disabled:

  • the component stops updating the camera
  • the camera remains in its last state

This is useful when:

  • switching to another camera system
  • playing cutscenes
  • temporarily disabling gameplay camera logic

Player Input Control

You can control player input through the camera component:

  • Set Look Input Enabled
  • Set Move Input Enabled
  • Set Player Control Enabled

These functions allow you to:

  • disable camera look input
  • disable character movement input
  • disable both at once

This is commonly used for:

  • cutscenes
  • UI interactions
  • scripted gameplay moments

Character Rotation

You can control how the character rotates relative to the camera:

  • Set Character Rotation Follows Camera
  • Is Character Rotation Following Camera

When enabled:

  • the character rotates with camera yaw

When disabled:

  • the character can orient independently (for example, toward movement direction)

This allows you to switch between different control styles depending on gameplay needs.


Runtime Control

The Camera Control system is managed through runtime functions.

For a complete list of functions and parameters, refer to the API Reference.

Main Functions

  • Set Camera Rotation - smoothly rotates the camera to a target rotation over time
  • Reset Camera Rotation - smoothly resets the camera rotation, typically aligning it behind the character
  • Set Camera System Enabled - enables or disables the entire camera system
  • Set Look Input Enabled - enables or disables player camera look input
  • Set Move Input Enabled - enables or disables player movement input
  • Set Player Control Enabled - enables or disables both look and movement input
  • Set Character Rotation Follows Camera - controls whether the character rotates with the camera yaw

Notes

  • Camera Control functions are runtime utilities, not standalone systems
  • Rotation overrides are ignored when Focus or Spline is active
  • These functions are intended for temporary control and scripted behavior
  • Use Focus or Spline for sustained camera behavior, and Camera Control for direct overrides