This section walks you through the three steps from a fresh UE 5.6 project to a working ComposableCameraSystem camera:

  1. Installation — drop the plugin into your project and regenerate project files.
  2. Enabling the Plugin — switch your project's player camera manager over to AComposableCameraPlayerCameraManager and verify the setup in PIE.
  3. Your First Camera — create a camera type asset, wire a small follow + look-at rig in the graph editor, and activate it from a Blueprint.

Before you begin

ComposableCameraSystem is a source plugin — you compile it as part of your project, not the engine. That means:

  • Your project must be a C++ project (Blueprint-only projects cannot compile source plugins).
  • You need a working Visual Studio 2022 (Windows), Xcode (macOS), or Rider + toolchain setup, matching Epic's standard UE 5.6 build environment.
  • Supported platforms: Win64, Android, Linux, LinuxArm64. The plugin has not been tested on macOS, iOS, or consoles.

Version status

The plugin is currently at version 0.1 and is flagged IsExperimentalVersion. APIs, asset formats, and the graph editor schema may change without notice. Expect to rebuild caches and re-save assets between updates.

What you'll have at the end

A project whose active camera is driven by a data asset you authored in the graph editor, and a Blueprint node you can call to activate it. From there the rest of the docs — the User Guide, Tutorials, and Extending sections — build on this foundation.