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Media 1 for listing Third Person Camera System
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Description

A production-ready third person camera system for Unreal Engine, built to replicate modern AAA character camera behavior without using a SpringArm.

Designed primarily for Character-based humanoid third person setups, with support for generic Pawn owners where the project setup fits the camera pipeline.

Built for production use with clean architecture, predictable behavior, full runtime control, and a structured Blueprint/C++ API for building responsive third person cameras in action, shooter, adventure, and RPG projects.

• 🎬 Trailer
• 🎮 Playable Demo
• 📄 Documentation
• 💬 Discord Community

Out of the box

• Add the component to your character
• Works immediately

No complex setup. No hidden dependencies.

Core Features

đź“· Camera Framing
â–Ş Pivot-based system (distance, height, offsets)
â–Ş Smooth runtime blending for all framing parameters
â–Ş Shoulder switching

â–Ş Runtime FOV offset control

🔄 Rotation
â–Ş Smooth rotation lag
â–Ş Pitch and yaw follow

â–Ş Movement anticipation (direction-based camera offset)

â–Ş Vertical pitch support for slopes, falling, and low ceilings
â–Ş Soft pitch and yaw constraints with blending

â–Ş Runtime camera rotation override and camera reset functions

🎯 Focus
â–Ş Focus actor, component, socket, or world location
â–Ş Hard lock and soft lock modes
â–Ş Per-focus override settings

â–Ş Automatic clear by distance and visibility

â–Ş Full event-driven control (start / change / finish)
â–Ş Per-focus completion callbacks

🎬 Spline Camera
â–Ş Cinematic spline-driven camera
â–Ş Timed and tethered spline modes

â–Ş Smooth spline start and stop transitions

â–Ş Player tracking along spline

â–Ş Runtime spline settings override
â–Ş Designed for gameplay moments, transitions, and cinematic segments

▶️ Camera Animations

â–Ş Play camera animation sequences

â–Ş Multiple animations can run simultaneously

â–Ş Additive animation layer on top of gameplay camera

â–Ş Full runtime control

â–Ş Per-animation completion and interruption callbacks

📳 Camera Shake

â–Ş Play camera shake instances

â–Ş Built-in idle and movement shake system

â–Ş Smooth blending and runtime control

✨ Camera Effects

â–Ş Pitch-based FOV and distance modifiers

â–Ş Speed-based FOV and distance modifiers

đź§± Collision & Visibility
â–Ş Camera collision with smooth compression and recovery

â–Ş Predictive avoidance support
â–Ş Ignore characters and custom tags
â–Ş Dithering to smoothly fade obstructing objects

â–Ş Supports multi-component actors and attached equipment

â–Ş Optional owner dithering when camera gets too close

⚙️ Gameplay Control
â–Ş Full runtime control over camera behavior
â–Ş Switch between multiple cameras (instant and smooth blending)
â–Ş Control which camera is used internally by the system
â–Ş Smooth camera reset and rotation control
â–Ş Built for dynamic gameplay state changes, transitions, and cinematic moments

🗂️ Data-Driven Settings

â–Ş Reusable camera presets

â–Ş Configure camera using data assets

â–Ş Apply settings in editor or at runtime

â–Ş Smooth transitions between configurations

Production Ready

â–Ş Clean and structured Blueprint API
â–Ş Full C++ access
â–Ş Consistent and predictable behavior
â–Ş Suitable for shooters, action, adventure, RPG, and games with cinematic gameplay moments

Support & Updates

Actively maintained

â–Ş Fast and direct support
â–Ş Real issue resolution
â–Ş Continuous improvements
â–Ş New features based on user needs

Included formats