Learn about this Experimental feature, but you cannot publish a project that uses it.
There are multiple cameras you can use in your UEFN project:
Default Fortnite camera
Scene Graph Cameras
With Scene Graph, you can control camera state 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.
The physical properties of the camera: such as the sensor and lens.
How cameras blend: from one camera to 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 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.
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 Scene Graph camera components 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.