Camera Nodes

GetTransform

Returns the transform for the player camera.

View

Creates a custom view linked to an entity.

Input Port

Description

EntityId

Specify the input Entity. Camera location will be based off objects pivot point.

Enable

Enablecustom view.

Disable

Disablecustom view.

FOV

Field of View used by the custom view.

Blend

Enables Field of View, Position and Rotation blending.

BlendFOVSpeed

How fast to blend in the FOV offset.

BlendFOVOffset

FOV offset.

BlendPosSpeed

How fast to blend in the position offset.

BlendPosOffset

Position offset.

BlendRotSpeed

How fast to blend in the rotation offset.

BlendRotOffset

Rotation offset.

ViewShakeEx

This node will enable a camera shake on the players view. You can specify the fade in & out durations and also stop the effect via an input.

Input

Description

EntityId

Specify the input Entity.

Trigger

Triggerinput to start the effect.

Restrict

If set it will only work if conditions are met. Choices: None, InVehicle or NoVehicle.

View

If set it will only work if conditions are met. Choices: First Person or Current.

GroundOnly

If set, will only trigger if the player is on the ground.

Smooth

If smooth is true, the camera movement will be curved (that should be used typically for breath). If false, the camera will move linearly, more adapted to a violent shake.

Angle

Set this to make the camera rotate back & forth within specified angles.

Shift

Set this to move the cameras view position.

Frequency

How quickly the camera will move/rotate between the specified ranges.

Randomness

Add some random values over the top of the specified Shift & angle.

Distance

Distancerepresents the distance between the camera and the location where the shake occurs.
If you specify an entity, the system will consider Distance as the distance between the camera position and the entity.

  • if (Distance <= Range Min) : Shake strongest as possible.
  • if (Distance belongs to [ Range Min, Range Max]):Thefurther Distance is, the weaker the shake will be.
  • if (Distance >= Range Max) : Shake null.

RangeMin

Represents the distance where the camera shake is strongest.

RangeMax

Represents the distance where the camera shake is null.

SustainDuration

Once the FadeIn has finished, this is how long the full effect will play for (Total duration = FadeIn + Sustain + FadeOut).

FadeInDuration

How long to ramp effect uptomaximum.

FadeOutDuration

How long to fade out the effect.

Stop

Trigger input to stop the effect.

Preset

Choose from some custom pre-made effects. Choices: CloseExplosion, DistanceExplosion, NoPreset, SmallTremor or SmallTremor2.

Deprecated Nodes

  • Camera:AutoFocusDoF
  • Camera:Camera
  • Camera:YPR
  • Camera:ViewShake
  • OverrideFOV
  • ScreenToWorld