There are multiple cameras you can use in your UEFN project:
Scene Graph cameras
Camera devices
Or, the default Fortnite camera
Scene Graph Cameras
You can control camera state through Scene Graph with camera components. Camera components define how the scene is rendered from a camera's point of view.
The camera components separate the concerns of your scene:
Which camera is active, handled by the camera director component.
How the scene is projected, perspective, orthographic, or physically-based.
What are the physical properties of the camera, such as the sensor and lens.
How cameras blend between one another.
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.
Camera Devices
You can also control camera state using the following devices:
For more details on camera devices, see Designing with Cameras and Controls.
Camera Director and Transitions
Learn how to use the camera_director_component to register cameras by priority, select the active camera, and blend between cameras in your UEFN project.
Camera 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.