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Cameras

Cinematic camera sequences used to show map views at match start and winner stances at match end.

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Cameras are utilized to provide cinematic perspectives during the beginning and end of a match. These camera sequences are relatively simple in nature and offer limited opportunities for creative manipulation.

Map Intro Cameras

Map Intro Cameras are used at the very start of a match to present a sequence of fade-in shots showcasing the map. To create one complete sequence, a pair of two Map Intro Camera objects is required; it is standard practice to use at least three pairs (six objects total) to display three distinct views of the map during the intro.

The camera perspectives play in order according to the Sequence Order property. Once all assigned camera pairs have been displayed, the order restarts from the beginning. Note that timing for these sequences is local to each individual player; consequently, it is not feasible to time global events (such as scripted map elements) with the camera movement. Additionally, cameras cannot display different views for different teams, meaning every team will see the same sequence.

Properties

The standard properties for a Map Intro Camera are straightforward:

  • Sequence Order: (increasing order, first camera is 1.00)

  • Camera Blend: Start/End

To achieve the intended transition pattern, the first camera should have a Sequence Order of 1.00 and a Camera Blend set to Start. The second camera should have a Sequence Order of 2.00 and a Camera Blend set to End. Subsequent cameras follow this alternating pattern with increasing Sequence Order values.

When placing Map Intro Cameras, it is useful to set your Field of View (FOV) to 73 to match the FOV used in camera shots. To mimic an angle accurately, spawn a Map Intro Camera object and move it close enough so that the position gizmo is at the center of your screen; you can then use Object-space rotation to match the desired perspective.

Winning Team Outro

The Winning Team Outro object provides a camera view at the conclusion of a match, featuring four members of the winning team in their own stances.

Because the camera perspective uses a very low FOV, it cannot be quickly previewed in-editor. To ensure that players fit within the framed scene and do not appear incorrectly against the background, ensure the Winning Team Outro object is placed sufficiently far away from the intended backdrop. While some creators use this feature to frame parts of the map elegantly behind players, others choose to build a custom scene specifically around the camera view.

Orientation

The orientation of the Winnging Team Outro should be limited to rotation on the Yaw axis, which determines the direction the camera faces.


Source Data

Contributors

Okom

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