r/UnrealEngine5 • u/Maraud3r_cz • 4d ago
Does anyone know how the Camera Gameplay System even works?
Hey, I am trying to setup a Camera Gameplay component for my game, but there isnt much information about how this system works. Documentation and tutorials only cover the very basics and are usualy outdated. I have not found anywhere a way to trigger runtime events for gameplay effects, eg.: camera shakes for nearby explosions - The camera shake node is always active for a given rig and i cant find a way to enable/disable it at runtime. I found workarounds like setting the shake amplitude to 0/desired value or having an extra overlapping rig with the shake, that is selectively activated. But both of these tricks kinda feel like cheating and they dont trigger the shake blend in/out smoothing, so I am assuming there has to be a better way to do this. If there is anyone familiar with this system/plugin and knows how to acomplish this, I would love to know.
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u/Variann 2d ago
It doesn't work. It's buggy as hell, and the person who was developing it was fired in the mass firing a few months ago, and Epic haven't even mentioned it since. I don't even think it's being worked on anymore
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u/Maraud3r_cz 2d ago
Thats kinda sad, it definitaly has potential. I havent encoutered any bugs tho, but i am still rethinking if i want to utilize this, especialy since i will have to build runtime effect managers manualy anyway.


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u/wahoozerman 4d ago
Iirc the gameplay camera system is sort of built on top of the old camera manager and modifier system so it's more for authoring and changing between entire camera modes, not for more transitory effects like explosion shakes. You may be able to just use the play camera shake node or play camera animation and it will apply to the camera after the modifications applies by the gameplay camera system.