Focused reference · Unreal Engine 5.8
Transitions, modifiers, and shakes
View targets
Use PlayerController Set View Target with Blend with New View Target, Blend Time, Blend Function,
Blend Exponent, and optional Lock Outgoing. Lock Outgoing freezes the outgoing camera at its last
position during the blend. Store/derive the return target and define what happens if the target is
destroyed, the player skips, or another transition interrupts.
Camera modifiers
UCameraModifier adjusts final camera/Post Process through the owning PlayerCameraManager. Priority
defines order; a modifier can be exclusive at its priority. Use modifiers for bounded cross-camera
effects such as recoil, damage response, sprint FOV, or post-process feedback. Enable/disable and
blend them rather than permanently accumulating offsets.
Camera shakes
- Perlin: irregular high-energy rumble/explosion.
- Wave oscillator: smooth periodic rocking/drift.
- Sequence: authored camera animation.
- Composite: layered pattern types.
Amplitude controls displacement/rotation/FOV magnitude; frequency controls speed. Duration <= 0 can be indefinite, so owner cleanup is mandatory. Blend in/out prevents discontinuities. Single Instance restarts instead of stacking another copy.
Use world shake for radial local-player response with inner/outer radius and falloff. It does not replicate; replicate/dispatch the gameplay event and play locally where appropriate. Cap combined amplitude/frequency, scale by event/distance, and apply the player's shake-intensity setting including zero. Avoid shake in precision aiming/platforming unless explicitly designed and controllable.