Implementing DigiCam
Once DigiCam has been added to your project through the Epic launcher or Fab plugin, we now need to setup DigiCam to be used in-game. If you'd prefer to watch through a tutorial video instead of reading through a documentation covering the setup, then one can be found towards the bottom of this page.
Enabling "Blueprint File Utilities" Plugin
Firstly, we need to enable the Blueprint File Utilities
plugin inside your project. This is a plugin that comes pre-installed with Unreal, but is not enabled by default. DigiCam makes use of this plugin to export, import, and delete photo images taken on disk.


Adding the DigiCam component
Next, we need to now add the DigiCam component to either our player controller blueprint preferably. If your project does not have a player controller blueprint already, then I would advise setting one up. In the components hierarchy, search for "DigiCam" and add the DigiCam_AC
actor component to your player controller.

Utilizing DigiCam's Blueprint Interface
After adding the DigiCam_AC
component, we now need to add the DCControllerData_BPI
blueprint interface to our player controller blueprint. This is done by selecting "Class Settings" towards the top of your blueprint.

Then after this BPI has been added, we can add a reference to our previously created DigiCam_AC
component into the GetDCComponentFromParent
Interface function (This can be done by simply dragging the DigiCam component into your graph to get a reference to it).

Setting Up Input Actions
Now, we need to add the input actions used to open the Photo Camera & Photo Album into our players primary input mapping context (IMC). If you're using a default Unreal project, this IMC is named IMC_Default
, and if you're using Story Framework, this IMC is named SFGameplay_IMC
. We need to add the PhotoCamera_IA
& PhotoAlbum_IA
input actions into our IMC, and assign keys to them. By default, DigiCam's binds are set to "Q" to open the Photo Camera and "B" to open the Photo Album.

Once these are added, we now need to also add our primary IMC as mentioned before into the DigiCamInfo
data asset > "Gameplay Input Mapping". We assign our IMC here to tell the DigiCam component which IMC to default back to when we are not using the Photo Camera/Album.

The final input related step that that needs to be done, is replacing the "Move" and "Look" inputs inside the PhotoCamera_IMC
IMC to be the ones used by your primary IMC. This is done so that our player can move and look around when using the Photo Camera. The keys that you would need to change to should be in your primary IMC, so be sure to reference that when changing the "Move" and "Look" input actions in the PhotoCamera_IMC

That should cover the entire setup process. If you're curious about setting up DigiCam to save and load its data, head over to the Saving DigiCam section.
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