Learn about this Experimental feature, but you cannot publish a project that uses it.
This feature is in an Experimental state so you can try it out and provide feedback. You cannot publish a project that uses Scene Graph camera components at this time. 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.
There are multiple cameras you can use in your UEFN project:
Default Fortnite camera: What Fortnite uses when no other camera is active.
Camera devices: Prebuilt devices you place and configure in the editor.
Scene Graph cameras: Camera components you create and control with Verse.
Here, you’ll learn how to create a camera component and attach it to an entity in Verse.
Scene Graph Cameras
With Scene Graph, you can build modular cameras out of components and modifiers. A camera component defines how the scene is rendered from one point of view, and the system has controls you can set and change independently.
| To Control: | Use: | How It Works |
|---|---|---|
How the scene is projected | Camera type | Changes the camera’s point of view (perspective, orthographic, physically-based). |
Which camera is active | Camera director component | Cameras register with the director at a priority, and the highest-priority camera becomes active. |
How the camera behaves | Camera modifiers | Each camera owns an ordered stack of modifiers that set its state each frame, such as orbiting, fixed framing, and collision avoidance. |
How the view moves between cameras | Transitions | Each camera decides how it enters and exits, choosing a blend and duration |
With these controls, you can design a camera that suits your game design rather than choose from predefined devices. Assemble the pieces, then register the result with a priority.
Cameras can be added, retuned, and removed while the game is running.
Camera Component Types
Learn about the camera component types available in UEFN's Scene Graph, including perspective, orthographic, and physically-based cameras, and how to attach them to entities using Verse.
Camera Director Component
Use the camera_director_component to register cameras by priority and select the active camera.
Camera Component Transitions
Use transitions and blends to control how the view moves when the active Scene Graph camera changes.
Camera Component Modifiers
Use camera modifiers to build camera behavior by stacking small, composable operations on top of a Scene Graph Camera Component.