The camera director is responsible for selecting the active camera and blending between cameras when the active one changes. Every player has a camera_director_component that can be used to control which camera is active for that player.
Cameras are registered with the director at a given priority. Each frame, the director selects the registered camera with the highest priority as the active camera. When the active camera changes, the director handles the transition blend between the outgoing and incoming cameras.
Adding a camera to the player's camera_director_component automatically activates the Scene Graph Camera System for that player. The system deactivates and returns to the default Fortnite camera when the director has no cameras registered.
The camera_director_component is itself a camera_component, which means directors can be nested. A director can be registered as a camera inside another director.
# Add two cameras — the one with priority 2.0 is chosen initially
LowCancelable := Director.AddCamera[DefaultCamera, 1]
HighCancelable := Director.AddCamera[CinematicCamera, 2]
# Remove the cinematic camera — director falls back to DefaultCamera
HighCancelable.Cancel()