The plugin ships a small set of starter assets under:
ComposableCameraSystem/Content/CameraPresets/
Enable Show Plugin Content in the Content Browser if the folder is hidden. Treat these presets as editable starting points: duplicate them into your project content before heavy changes, then tune the copied asset for your own character scale, input setup, and cinematic language.
Camera Type presets¶
These assets live in CameraPresets/Preset_Cameras and are regular UComposableCameraTypeAsset camera graphs.
| Preset | Use it for | Notes |
|---|---|---|
Camera_BasicThirdPerson |
A baseline third-person gameplay follow camera. | Good first asset to inspect when learning the graph shape for pivot, offset, rotation, and collision-style gameplay cameras. |
Camera_BasicLockOn |
A player-follow camera with a stabilized lock-on aim target. | Demonstrates the two-ScreenSpacePivotNode lock-on chain with LockOnAimPointNode feeding the target framing pass. Exposes AimActor for the lock target while the follow point can resolve from the controlled pawn. |
Camera_BasicSoftLookAt |
A third-person follow camera with soft target pull. | Shows LookAtNode in soft mode, useful when the camera should bias toward a subject without fully taking rotation control away from the player. |
Camera_CloseOTS |
Close over-the-shoulder gameplay or cinematic framing. | Useful for tighter shoulder framing, dialogue coverage, or aim-adjacent camera setups that still need a composable graph. |
Camera_BasicFixed |
A simple fixed or relative pose camera. | Useful as a minimal reference for authored transforms, fixed viewpoints, and testing transition behavior without follow-camera logic. |
Camera_BasicIsometric |
Isometric or top-down-style camera framing. | Demonstrates orthographic/isometric-style composition for strategy, tactics, or inspection cameras. |
Camera_BasicSpline |
Camera movement along a spline path. | Demonstrates SplineNode path following for authored rails and fixed-path cinematic moves. |
Camera_BasicSpiral |
A procedural orbit/spiral camera move. | Demonstrates SpiralNode with the bundled radius, height, and angle curve assets under Preset_Cameras/Curves. |
Camera_BasicVehicleExhibition |
Vehicle, mount, or object showcase framing. | Useful for inspecting pivot rotation and vehicle-style follow behavior where the camera should respect an actor's orientation. |
Camera_DirectionalMove |
A simple straight camera move. | Demonstrates DirectionalMoveNode: move from an initial transform along a local-space direction, optionally clamped by duration. |
Camera_TwoPointMove |
A one-shot move between two authored transforms. | Demonstrates TwoPointMoveNode: interpolate from source to target over a duration, with an optional curve. |
Use Camera Type presets with normal activation paths: Blueprint Activate Camera, DataTable-driven activation, Sequencer AComposableCameraLevelSequenceActor, or direct C++ activation.
Shot presets¶
These assets live in CameraPresets/Preset_Shots and are UComposableCameraShotAsset templates for Shot-Based Keyframing.
| Preset group | Assets | Use it for |
|---|---|---|
| OTS Wide | CameraShot_OTS_Wide_L, CameraShot_OTS_Wide_R |
Wider over-the-shoulder coverage with left/right shoulder variants. |
| OTS Medium Wide | CameraShot_OTS_MediumWide_L, CameraShot_OTS_MediumWide_R |
Medium-wide dialogue or two-character coverage. |
| OTS Medium | CameraShot_OTS_Medium_L, CameraShot_OTS_Medium_R |
Standard over-the-shoulder framing for dialogue beats. |
| OTS Medium Close | CameraShot_OTS_MediumClose_L, CameraShot_OTS_MediumClose_R |
Tighter character coverage while keeping the shoulder-side composition. |
| OTS Close | CameraShot_OTS_Close_L, CameraShot_OTS_Close_R |
Close over-the-shoulder shots for emphasis. |
| OTS Extreme Close | CameraShot_OTS_ExtClose_L, CameraShot_OTS_ExtClose_R |
Very tight reaction or detail shots. |
Drag a Shot preset onto a AComposableCameraLevelSequenceShotActor binding or assign it to a Composable Camera Shot Section in AssetReference mode. The section snapshots the Shot into local overrides, so Sequencer edits affect that section without mutating the shared preset asset.
Choosing a preset¶
Start with a Camera Type preset when you need a runnable camera graph. Start with a Shot preset when Sequencer should solve framing from targets using the Shot Editor and Composition Solver.
For gameplay cameras, duplicate a Camera Type preset and wire project-specific actor inputs, Enhanced Input actions, and collision settings. For cinematic framing, duplicate or reference a Shot preset, bind its targets in Sequencer, then tune Placement, Aim, Lens, Focus, and transition overlap in the Shot workflow.
Related pages¶
- Authoring Camera Types - how to build and tune TypeAsset camera graphs.
- CCS Camera in Sequencer - using Camera Type assets as Sequencer Spawnables.
- Shot-Based Keyframing in Sequencer - using Shot presets and Shot Sections.
- Node Catalog - behavior of the nodes used inside the Camera Type presets.