Camera Functions
SF's camera has a set of functions to use for both First Person or Third Person. These functions are called in any blueprint by using a Get SF Camera Component from Character
function.

With that reference, you can call the following functions.
— Soft Focus Camera (Third or First Person)
- Zooms the camera by a Field of View Multiplier
value over a specified Interp Speed
with a Stop
bool to reverse this function.
— Inverse Spring Arm Offset (Third Person) - Simply inverses the current spring arm values. Useful for shoulder swapping in Third Person.
— Lean Spring Arm (First Person)
- Used to "Lean" the camera in a specified Direction
(should be set to "1,0" or "-1,0"), a Lean Distance
of which the spring arm will physically move, Lean Angle
used to rotate the "Roll" of the camera, and an Interp Speed
used to set how fast the camera leans.
— Update Camera Preset (Third & First Person) - Used to swap between the First and Third Person camera values previously mentioned.
— Reset All Camera Events (Third or First Person) - Resets any values that have been changed by the above functions.
SF also uses a custom Player Camera Manager
blueprint to drive more complex functions for the players control/camera rotation.

This class does not modify any camera transform values, and is more so for further camera control.
Other camera functions that can be used are inside the SFCameraManager_AC
actor component, and can be used in your graphs by using a Camera Manager reference. These functions are as follows.
— Lock Focus On Target (First or Third Person)
- Once given a Target
location, this function will forcefully rotate the control rotation of the players camera to the given location. This can only be stopped by calling this same function again, and setting Stop Focusing
to "True".
— Look At Target Once (First or Third Person)
- Smoothly rotates the players camera control rotation to the given Target
location, over a specified Speed (In Seconds)
.
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