The Fixed Point Camera device can be used to override the default Fortnite camera, giving you the freedom to create entirely new types of gameplay and new game genres. Place the Fixed Point Camera in a specific location where you want the player's view to focus on a specific object, character, or area. You can use the device options to specify if the camera stays still, or if it can rotate up and down or turn left and right, in order to keep a target in-frame.
You will need to use a Third Person Controls device with this camera. To learn more about how to use the camera and controls devices together, see Designing with Cameras and Controls.
To learn about using cameras in UEFN, see:
Making a Title Sequence for a gameplay example
To find the Fixed Point Camera device, press the M key and then click the Content tab to open the Creative inventory. Select the Devices category. From there you can search or browse for the device. For more information on finding devices see Using Devices.
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 (or FOV for short) 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. Fade: the camera will fade in from black and fade out to black. |
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 feature will reduce clutter in the Customize panel and make options easier to manage and navigate.
However, it may not be easy to recognize which options or values trigger contextual filtering. To help you identify them, in our device docs we use italic for any values that trigger contextual filtering. All options will be 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 that in the Description field for that option.
Device Options
Configure this device with the following options.
Default values are bold. Values that trigger contextual filtering are italic.
| Option | Value | Description |
|---|---|---|
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. |
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. |
Use as Elimination Camera | No, Yes, Elimination Only | Values from this camera are used to drive the elimination camera. It uses the Field of View, Rotation, and Location Offset or Location of the camera. It also uses the Transition in time to move the elimination camera from where the camera was upon elimination to its new location and rotation. |
Field of View | 80, Pick or enter a number of degrees from 20-120 | This option only displays if the Projection Mode option is set to Perspective. The term field of view refers to what the camera can actually see. This setting determines the angle on the vertical axis, in degrees, that represents the Field of View for this camera. A higher number makes a wider angle, which results in a larger field of view. |
Camera Shake | On, Off | If this is set to On, the camera will support screen shake events in the game. |
Focus Target Override | None, Select a target | This option only becomes available when Look at Target is set to On. Override object for the camera's focus target. Does nothing if set to None. |
Look at Focus Target on Active | On, Off | If set to On, look at the focus target override when this camera is activated. |
Projection Mode | Perspective, Orthographic | Determines whether the camera is using Perspective or Orthographic projection. If you choose Orthographic, an additional option displays. |
Projection Width | 1024 PPI, Pick or enter a width | This option only displays if the Projection Mode option is set to Orthographic. Determines how wide a view the camera projects in orthographic mode. |
Affects Team | Any, Pick or enter a team | Determines which team is affected by this device. 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.
|
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. |
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 Time | 0.2 Sec, Pick or enter an amount | This is how long the transition lasts when this camera is the destination. |
Fade In Hold Time | 0.0 s, Pick or enter an amount | This option becomes available when Transition In Type is set to Fade. Determines the total tome in seconds for the fade-out effect, when using fade-type transitions. |
Transition In Type | Linear, Ease-In, Ease-Out, Ease-In-Out, Fade | This determines what type of transition this camera uses when it is the destination camera. |
Transition Out Priority | 0, Pick or enter a number | This is the priority used when this camera transitions to another. |
Transition Out Time | 0.2 Sec, Pick or enter an amount | This is how long the transition lasts when this camera is the origin camera for a transition. |
Fade Out Hold Time | 0.0 s, Pick or enter an amount | This option becomes available when Transition Out Type is set to Fade. Determines the total tome in seconds for the fade-in effect, when using fade-type transitions. |
Transition Out Type | Linear, Ease-In, Ease-Out, Ease-In-Out, Fade | This determines what type of transition this camera uses when it is the origin camera for a transition. |
Look At Focus Target On Activate | On, Off | If this is set to On, then when the camera activates it looks at the focus target override. |
Look at Target | No, Yes | Determines whether the camera adjusts its Pitch or Yaw to frame the camera target. |
Look at Offset Distance | 0, Pick a distance | This option only displays if the Look at Target option is set to On. Positions the camera view forward or backward (X axis) from the Look-at Target, instead of centered. |
Look at Offset Horizontal | 0, Pick a distance | This option only displays if the Look at Target option is set to On. Positions the camera view left or right (Y axis) from the Look-at Target, instead of centered. |
Look at Offset Vertical | 75 cm, Pick a distance | This option only displays if the Look at Target option is set to On. Positions the camera view upward or downward (Z axis) from the Look-at Target, instead of centered. |
Yaw Acceleration | 6 degrees/second, Pick or enter a number | This option only displays if the Look at Target option is set to On. Determines the speed at which the camera moves leftward or rightward in order to frame the target. If this is set to 0, the speed is instant. |
Yaw Max Speed | 0 degrees/second, Pick or enter a number | This option only displays if the Look at Target option is set to On. Determines the maximum speed at which the camera moves left/right to frame the target. If you set this to 0, there is no limit to the speed. |
Pitch Acceleration | 6 degrees/second, Pick or enter a number | This option only displays if the Look at Target option is set to On. Determines the speed at which the camera moves upward/downward in order to frame the target. If this is set to 0, the speed is instant. |
Pitch Max Speed | 0 degrees/second, Pick or enter a number | This option only displays if the Look at Target option is set to On. Determines the maximum speed at which the camera moves up/down to frame the target. If you set this to 0, there is no limit to the speed. |
Clamp | Off, On | This option only displays if the Look at Target option is set to On. If this is set to On, you can set limits for how far the camera can pitch and yaw. Four options related to Clamping display below this one. |
Clamp Pitch Min | -30 degrees, Pick or enter a number | This option only displays if the Clamp option is set to On. This determines the maximum distance the camera can rotate downward toward the target. |
Clamp Pitch Max | 60 degrees, Pick or enter a number | This option only displays if the Clamp option is set to On. This determines the maximum distance the camera can rotate upward toward the target. |
Clamp Yaw Min | -45 degrees, Pick or enter a number | This option only displays if the Clamp option is set to On. This determines the maximum distance the camera can rotate leftward toward the target. |
Clamp Yaw Max | 45 degrees, Pick or enter a number | This option only displays if the Clamp option is set to On. This determines the maximum distance the camera can rotate rightward toward the target. |
Deadzone | On, Off | If you choose On, this establishes an area within which the target can move without affecting the camera. When the target reaches the edge of the deadzone, the camera will move to follow the target. When set to On, four additional options displays below this one. |
Deadzone Yaw | 10 degrees, Pick or enter a number | This option only displays if the Deadzone option is set to On. The amount of space to the left and right within which the target can move before the camera needs to move left or right to follow the target. |
Deadzone Pitch | 3 degrees, Pick or enter a number | This option only displays if the Deadzone option is set to On. The amount of space up and down within which the target can move before the camera needs to move up or down to follow the target. |
Deadzone Yaw Offset | 0 degrees, Pick or enter a number | This option only displays if the Deadzone option is set to On. The amount of space to offset the deadzone left (use a negative number) or right (use a positive number). |
Deadzone Pitch Offset | 0 degrees, Pick or enter a number | This option only displays if the Deadzone option is set to On. The amount of space to offset the deadzone down (use a negative number) or up (use a positive number). |
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.
For any function, click the option, then Select Device to access and select from the Device dropdown menu.
Once you've selected a device, click Select Event and select the event that triggers this function.
If more than one device or event triggers a function, press the Add button to add a line and repeat these steps.
| Option | Description |
|---|---|
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 | When an event occurs, this function sets the camera to focus on a target instead of focusing on the player. |
Focus On Player When Receiving From | When an event occurs, this function sets the camera to focus on the player. This applies to all players. |
Events
This device has no events.
Use Fixed Point Camera In Verse
You can use the code below to control a Fixed Point Camera device in Verse. This code shows how to use events and functions in the Fixed Point Camera device API. Modify it to fit the needs of your experience.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# A Verse-authored creative device that can be placed in a level
gameplay_camera_fixed_point_device_verse_example := class(creative_device):
# Reference to the Gameplay Camera Fixed Point Device in the level.
# In the Details panel for this Verse device,
# set this property to your Gameplay Camera Fixed Point Device.
@editable
MyFixedPointCamera:gameplay_camera_fixed_point_device = gameplay_camera_fixed_point_device{}
To use this code in your UEFN experience, follow these steps.
Drag a Fixed Point Camera device onto your island.
Create a new Verse device named gameplay_camera_fixed_point_device_verse_example. See Create Your Own Device Using Verse for steps.
In Visual Studio Code, open gameplay_camera_fixed_point_device_verse_example.verse in Visual Studio Code and paste the code above.
Compile your code and drag your Verse-authored device onto your island. See Adding Your Verse Device to Your Level for steps.
Add a reference for the device on your island to your Verse device. See Adding a Verse Reference to a Creative Device in Your Level for steps.
Disable the Add to Players on Start property of the Camera device so that only Verse will add the camera to the player.
Save your project and click Launch Session to playtest.
Fixed Point Camera API
See the gameplay_camera_fixed_point_device API Reference for more information on using the device in Verse.