Camera Controller
SF uses a more generic camera system by utilizing the common setup of a camera component attached to a spring arm component inside your player character blueprint. Straying away from a fully custom camera system purposely means modifying SF's player camera is viable to majority of devs. This common setup is something you should be familiar with already, as many example/unreal projects use this same setup. The only difference, is that SF utilizes a custom camera component class that acts exactly the same as a generic camera component.
This way, we can execute custom camera logic through this camera component. This custom camera component is paired with the SFCameraManager_AC
actor component to easily reference and modify values within this custom camera component.

SF's camera system supports both First Person & Third Person out-of-the-box. These can be swapped between at runtime, but generally you'd want to choose and stick to a single perspective for most of your game. Inside your player controller blueprint with the SFCameraManager_AC
actor component selected, you can modify the perspective values here.

— Initial Camera Preset Enum
- Select the preset you want your player to start in.
— Camera Sensitivity Floats
- Set the sensitivity for both mouse, and gamepad/controller here.
— Third Person Camera Preset Structure
- Define Field of View
, Distance (Spring Arm)
, Offset (Spring Arm)
, MovementSmoothing
, and Rotation Smoothing
for Third Person.
— Use Current Sprint Arm Values as Third Person Bool
- Setting this to "true" will override any values set in the Third Person Camera Preset
structure and rather use the values you have set on your "Spring Arm" component inside your character blueprint.
— First Person Camera Preset Structure
- Define Field of View
, Distance (Spring Arm)
, Offset (Spring Arm)
, MovementSmoothing
, and Rotation Smoothing
for First Person.
Then with the SFDefaultCamera_CC
camera component selected in your player character blueprint, you can define the following settings.

— Can Effect Parent Spring Arm Bool
- If your camera is attached to a "Spring Arm" component, then this will allow SF's camera component to modify the spring arm for certain camera actions in Third Person.
— Attach Spring Arm to Bone Name
- If Can Effect Parent Spring Arm
is set to "true", this will allow you to parent the "Sprint Arm" component to a bone on your player character mesh.
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