This feature is in an Experimental state so you can try it out, provide feedback, and see what we are planning. You cannot publish a project that uses Gameplay Mode: First Person device at this time. Please keep in mind that we do not guarantee backward compatibility for assets created at the experimental stage, the APIs for these features are subject to change, and we may remove entire Experimental features or specific functionality at our discretion. Check out the list of known issues before you start working with the feature.
The Gameplay Mode: First Person (First Person Camera Mode) device is a camera and controls device you can use to put players into a first-person perspective, so you can create First Person Shooters and other first-person perspective games.
Here's a list of the weapons that are supported in the Experimental version of the device, and other polished features:
- Basic weapon animations supported on popular weapons, starting with Chapter 5, Season 1 Weapons:
- Enforcer AR
- Nemesis AR
- Ranger Pistol
- Striker AR
- Frenzy Auto Shotgun
- Hammer Pump Shotgun
- Thunder Burst SMG
- Hyper SMG
- Reaper Sniper Rifle
- Polished screen space alignment for the weapon on the player’s screen which effects: weapon firing, reloads, and Aiming Down Sights (ADS).
- Basic locomotion, such as walk, run, and idle animations.
If you're using multiple copies of a device on an island, it can be useful to rename them. Choosing names that relate to a device's purpose makes it easier to remember what each one does, and easier to find a specific device when using the Event Browser.
Finding the Device in Creative
You may be familiar with finding things in the Creative Inventory (also called the Content Browser); if not, you can find specific instructions on the Using Devices page.
All other Camera and Control devices have "camera" or "control" included in their in-game device names. However, this device is a combination camera and control device, and its in-game name does not include either "camera" or "control". The name of this device is the Gameplay Mode: First Person.
There are multiple ways to search and browse through the Devices category to find the Gameplay Mode: First Person.
- You can enter "first person" or "gameplay mode" in the Search bar at the top left of the screen.
- You can sort how the devices are displayed using the sort button on top of the inventory tiles. Clicking this button cycles through the different sorting patterns: Default, A-Z, and Z-A.
- You can click on the Experimental subcategory.
Finding the Device in UEFN
If you want to use this device in UEFN, this section shows you how to enable and find it.
Enabling Experimental Content
If you are using this device in UEFN, it will not be available until you enable Experimental Content. Follow these instructions to do so.
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Open your project in UEFN, or create a new one.
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Click the Project button in the toolbar of the Editor, and select Project Settings.
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In Project Settings, scroll down to the Experimental Access section. Check the box for Experimental Content.
You might need to save, close and reopen your project in order to see the device in the Content Browser.
Locating the Device
There are several ways you can find the Gameplay Mode: First Person device in UEFN.
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You can open the Content Drawer. In the side navigation panel you'll see a folder tree. Click Fortnite > Devices > !Experimental. The device is in this folder. Drag it into your viewport to add it to your scene.
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You can open a Content Browser window and dock it below your viewport. Then use the side navigation panel and click Fortnite > Devices > !Experimental.
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In either the Content Drawer or the Content Browser, you can use the Search bar to find your device by typing in part of the device's name (such as "first person").
Camera Terms and Definitions
When developers use a game engine to build a game, they use cameras for lots of different purposes. There are some specialized terms used for these in-game cameras that you might be unfamiliar with. Many of these terms are used in the device options for this and other camera devices. The table below lists these terms and their definitions.
Term | Definition |
---|---|
field of view | The term field of view refers to what the camera can actually "see". The field of view is represented as an angle, and is measured in degrees. Angles have two sides, joined at a point called the vertex. With cameras, the vertex is the lens (virtual in this case) of the camera. The arms of the angle spread up and down (the vertical axis) from that vertex. The higher the number of degrees, the wider the angle, and the more the camera can see. |
pitch, yaw | Pitch and yaw are terms originating in aviation. They refer to the different types of rotation a plane can perform when moving. These terms were adopted into 3D design and game development, to more precisely define a virtual 3D environment and how things are positioned in that virtual space. Pitch and yaw are measured relative to the object's original position. Pitch refers to up and down movement of an object, and yaw refers to horizontal left or right movement of an object. Note: the axis of rotation is different from the direction of movement. For example, if a plane pitches, the nose of the plane moves up or down; but the plane is rotating on the Y axis (which is the left-right or east-west horizontal axis). See the terms X-axis, Y-axis, and Z-axis in this table. |
angle pitch | This is a measurement of how much the camera points up or down while framing its target. |
angle yaw | This is a measurement of how much the camera turns left or right while framing its target. |
camera offset | Normally the camera view centers on its target. The camera offset is how far from the center the camera view is. The camera can have an offset amount on the X-, Y-, or Z-axis and it can have an offset on more than one axis at a time. |
X-axis | In a 3D space (real or virtual), the X-axis represents horizontal forward/backward (or north/south) movement. |
Y-axis | In a 3D space (real or virtual), the Y-axis represents horizontal left/right (or east/west) movement. |
Z-axis | In a 3D space (real or virtual), the Z-axis represents vertical up/down movement. |
camera transition | When you have multiple cameras active, a transition is when you move from one camera view to another. In Fortnite, camera devices have an In Priority and an Out Priority. The camera transition is determined by the highest priority, comparing the Out Priority of the current camera with the In Priority of the destination camera. |
transition types | Ease In: the camera transition will start slowly and speed up as it continues. Ease Out: the camera transition will slow down as it ends. Ease In-Out: the camera transition will start slowly, speed up, then slow again as it ends. Linear: the camera transition moves smoothly from one camera to another at the same speed. |
Priority System | If multiple cameras are assigned to a player, priority determines which camera is active at any point in time. Priority can be set in the device options. If two cameras are tied for the highest priority, the most recently added camera will become active. |
boom collision | In film, a boom jib is an apparatus that holds the camera. Boom operators can move and orient the camera with levers and wheels to get the shot they desire. The Boom Collision properties for fixed angle cameras allow you to determine the behavior of that camera when an object in the scene gets between the camera and its target. |
deadzone | The deadzone refers to an established area within which the target can move around without affecting the camera. When the target moves to an edge of the deadzone, the camera will move to follow the target. |
Contextual Filtering
Some devices are affected by a feature called contextual filtering. This feature hides or displays options depending on the values selected for certain related options. This reduces clutter in the Customize panel and makes options easier to manage and navigate. To help identify them, values that trigger contextual filtering are in italic.
All options are listed, including those affected by contextual filtering; if they are hidden or displayed based on a specific option's value, there will be a note about it in the Description field for that option.
Device Options
Default values are bold. Values that trigger contextual filtering are italic.
You can configure this device with the following options.
Option | Value | Description |
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Creative Preview | N/A | Click Start to preview what the camera is seeing. Click Stop to leave the preview and go back to editing your island. |
Priority | 0, Pick or enter a number | Determines where this camera falls in the priority system. When multiple cameras are added to a player, the camera with the highest priority is considered the active camera. Use higher numbers to indicate higher priority. If two cameras are tied for the highest priority, the most recently added will become active. |
Affects Team | Any, Pick or enter a team | Determines which team is affected by this device. Note: the camera does react dynamically to changes in team during the game. If your game involves or allows players to change teams, you may have to figure out how to manually re-add cameras to those players. |
Affects Class | No Class, Any, Pick or enter a class | Determines which classes are affected by this device. No Class means only players with no assigned class are affected. Any means all players, including those with no assigned class, are affected. |
Invert Team | On, Off | If this is set to On, all teams are affected by this device except the team selected in the Affects Team option. |
Invert Class | On, Off | If this is set to On, all classes are affected by this device except the class selected in the Affects Class option. |
Enabled During Phase | None, Always, Gameplay Only | Determines which phases the camera is active in. If you choose None, the camera can only be enabled manually using events. |
Remove on Elimination | On, Off | Determines whether this camera is removed from a player when they are eliminated. |
Add to Players on Start | On, Off | Determines whether this camera is automatically added to all players when the game starts. |
Interaction Distance | Close, Standard, Far | The distance a player must be from an interactable object to trigger the Interact prompt. |
Preview Device Color | #74ABFFFF, Pick a color | Click the swatch to open the color picker. Scroll to browse through color swatches, or enter a Hex code in the Search bar to find a specific color. Click the swatch to select it, then click the checkmark to close the Color Picker. |
Transition In Priority | 0, Pick or enter a number | This is the priority used when this camera is the destination for a transition. |
Transition In Type | Linear, Ease-In, Ease-Out, Ease-In-Out | This determines what type of transition this camera uses when it is the destination camera. |
Transition In Time | 0.2, Pick or enter an amount | This is how long the transition lasts when this camera is the destination. |
Transition Out Priority | 0, Pick or enter a number | This is the priority used when this camera transitions to another. |
Transition Out Type | Linear, Ease-In, Ease-Out, Ease-In-Out | This determines what type of transition this camera uses when it is the origin camera for a transition. |
Transition Out Time | 0.2, Pick or enter an amount | This is how long the transition lasts when this camera is the origin camera for a transition. |
Direct Event Binding
Following are the direct event binding options for this device.
Functions
A function listens for an event on a device then performs an action.
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For any function, click the option, then Select Device to access and select from the Device dropdown menu.
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Once you've selected a device, click Select Event to bind the device to an event that will trigger the function.
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If more than one device or event triggers a function, click the Add button to add a line and repeat these steps.
Option | Description |
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Enable When Receiving From | Enables the camera when an event occurs. |
Disable When Receiving From | Disables the camera when an event occurs. |
Add to Player When Receiving From | Adds this camera to the instigating player when an event occurs. |
Remove from Player When Receiving From | Removes this camera from the instigating player when an event occurs. |
Add to All When Receiving From | Adds this camera to all players when an event occurs. |
Remove from All When Receiving From | Removes this camera from all players when an event occurs. |
Focus on Target When Receiving From | Sets the target of the camera to the focus target instead of the player, for all players. |
Focus on Player When Receiving From | Sets the target of the camera to the player, for all players. |
Events
This device has no events.