CamForge

Data-driven third and first person camera manager: state-based settings with smooth blending, collision, shoulder swap, target lock-on, occlusion fade, speed-based FOV a…

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CamForge β€” screenshot 1
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Player camera manager that computes the final view every frame from a data asset, with…
Camera settings by view mode, rotation mode, stance and gait (most specific rule wins)…
Smooth blending between settings with per-set blend time and optional easing curve
Arm length, camera offset, pivot offset, per-axis pivot lag, rotation lag, field of…
Third person and first person (mesh socket or eye height) with blended transitions
Camera collision: sphere sweep on a configurable channel and radius, instant pull-in…
$11.99

CamForge replaces the view of your player with a complete, data-driven camera rig. Set your Player Controller's camera manager class to CamForge Player Camera Manager, add the CamForge Target component to your pawn, and you have a polished over-the-shoulder third person camera and a first person camera that work out of the box - no spring arm, no camera component and no Blueprint wiring required.

Every camera value comes from a CamForge Settings data asset and is chosen by the state of the view target: view mode (third or first person), rotation mode (velocity direction, looking direction or aiming), stance (standing or crouching), gait (walking, running or sprinting) and optional named action states such as Rolling or Mantling. Rules pick the most specific match, and every change of state blends smoothly over its own blend time with an optional easing curve. Each set controls arm length, camera offset, pivot offset, per-axis pivot lag, rotation lag, field of view and view rotation limits.

On top of that CamForge adds the features action games need: shoulder swap with a smooth blend, target lock-on that keeps both the player and the target in frame and breaks on distance or lost line of sight, occlusion fade that hides or fades walls and props between the camera and the player, a speed-based field of view kick, and smooth zoom from the mouse wheel or a gamepad with a range per view mode. Camera collision pulls the camera in front of geometry and eases it back out.

Stance and gait are detected automatically from the character's crouch state and speed. For full control, implement the CamForge Target interface on your pawn and provide the camera state, pivot, first person location and collision trace yourself, in Blueprint or C++. Events report view mode, rotation mode, state, shoulder and lock-on changes, and the CamForge.Debug console variable draws the pivot, traces, collision and faded occluders.

CamForge is part of the Alpha XP camera collection for Unreal Engine 4.27 and 5.8. Every feature is exposed to Blueprints and C++, it ships with styled HTML documentation, and it is compiled and verified warning-free against clean UE 4.27 and UE 5.8 projects.

40Blueprint nodes
5Events
2Engine builds
2Platforms

Key features

  • Player camera manager that computes the final view every frame from a data asset, with
  • Camera settings by view mode, rotation mode, stance and gait (most specific rule wins)
  • Smooth blending between settings with per-set blend time and optional easing curve
  • Arm length, camera offset, pivot offset, per-axis pivot lag, rotation lag, field of
  • Third person and first person (mesh socket or eye height) with blended transitions
  • Camera collision: sphere sweep on a configurable channel and radius, instant pull-in
  • Shoulder swap: left, center and right with a smooth blend
  • Target lock-on: soft yaw and pitch toward the target, framing of player and target,
  • Occlusion fade: hide occluders for the local player or drive a scalar material
  • Speed-based dynamic FOV with min/max speed or a curve, smoothed
  • Smooth zoom from mouse wheel or gamepad with a min/max arm length per view mode
  • CamForge Target component: zero-code support for any pawn (crouch-based stance,
  • CamForge Target interface (Blueprint Native Events) for full control from Blueprint or C++
  • Events: view mode, rotation mode, camera state, shoulder and lock-on changes
  • Debug drawing with the CamForge.Debug console variable

Blueprint & C++ API

The API is organised into these entry points:

ClassTypeNodesUse it for
CamForgePlayerCameraManagerPlayer Camera Manager27Camera manager that computes the final view every frame from a CamForge Settings asset: state-based settings with blending, pivot and rotation lag, collision, f…
CamForgeTargetComponentActor component11Add to any pawn to give CamForge a camera state, a pivot, a first person location and optional trace settings without writing code.
CamForgeLibraryFunction library7Blueprint helpers for CamForge.
CamForgeSettingsData asset2Camera settings for CamForge. Create one with Add > Miscellaneous > Data Asset > CamForge Settings and assign it to the CamForge Settings property of the camera manager.

Callable runs when executed Β· Pure no exec pin, returns a value

CamForge 4

NodeTypeAvailable onDescription
Get Cam Forge Camera Manager(Player Index: Integer) β†’ Cam Forge Player Camera ManagerPureStaticThe CamForge camera manager of a local player, or None when that player uses another camera manager.
Get Cam Forge Camera Manager From Controller(Player Controller: Player Controller) β†’ Cam Forge Player Camera ManagerPureStaticThe CamForge camera manager of a player controller, or None.
Get Cam Forge Target Component(Actor: Actor) β†’ Cam Forge Target ComponentPureStaticThe CamForge Target component of an actor, or None.
Implements Cam Forge Target(Actor: Actor) β†’ BooleanPureStaticTrue when the actor implements the CamForge Target interface.

Settings 7

NodeTypeAvailable onDescription
Blend Camera Settings(A: Cam Forge Camera Settings, B: Cam Forge Camera Settings, Alpha: Float) β†’ Cam Forge Camera SettingsPureStaticBlends two sets of camera values (Alpha 0 = A, 1 = B).
Set Cam Forge Settings(New Settings: Cam Forge Settings)CallablePlayer Camera ManagerReplaces the settings asset (None = built-in defaults). The camera blends to the new values.
Set Cam Forge Enabled(Enabled: Boolean)CallablePlayer Camera ManagerEnables or disables CamForge (disabled = the engine's default view).
Get Current Camera Settings() β†’ Cam Forge Camera SettingsPurePlayer Camera ManagerThe blended camera values of the current view target.
Get Current Settings Name() β†’ NamePurePlayer Camera ManagerName of the settings set the current state resolved to.
Resolve Camera Settings(State: Cam Forge Camera State) β†’ Cam Forge Camera SettingsPureData assetReturns the camera values CamForge uses for a camera state.
Resolve Settings Name(State: Cam Forge Camera State) β†’ NamePureData assetReturns a readable name of the settings set a state resolves to (rule name, action state, First Person or Third Person).

State 11

NodeTypeAvailable onDescription
Camera States Equal(A: Cam Forge Camera State, B: Cam Forge Camera State) β†’ BooleanPureStaticTrue when two camera states are identical.
Get Current Camera State() β†’ Cam Forge Camera StatePurePlayer Camera ManagerCamera state of the current view target as evaluated in the last frame.
Set View Mode(New View Mode: Cam Forge View Mode)CallablePlayer Camera Manager ComponentSets the view mode.
Toggle View ModeCallablePlayer Camera Manager ComponentToggles between third and first person.
Set Rotation Mode(New Rotation Mode: Cam Forge Rotation Mode)CallablePlayer Camera Manager ComponentSets the rotation mode.
Set Stance(New Stance: Cam Forge Stance)CallablePlayer Camera Manager ComponentSets the stance (turns automatic stance off).
Set Gait(New Gait: Cam Forge Gait)CallablePlayer Camera Manager ComponentSets the gait (turns automatic gait off).
Set Action State(New Action State: Name)CallablePlayer Camera Manager ComponentSets the action state (None clears it).
Clear Action StateCallablePlayer Camera Manager ComponentClears the action state.
Snap Cam Forge CameraCallablePlayer Camera ManagerSkips all lag and blends for one frame (call after a teleport or a cut).
Get First Person Alpha() β†’ FloatPurePlayer Camera Manager0 = fully third person, 1 = fully first person (values in between while blending).

Debug 1

NodeTypeAvailable onDescription
Set Cam Forge Debug(Level: Integer)CallableStaticSets the CamForge.Debug console variable (0 = off, 1 = shapes, 2 = shapes and on-screen state). Development builds only.

Shoulder 3

NodeTypeAvailable onDescription
Swap ShoulderCallablePlayer Camera ManagerSwaps between the left and right shoulder (from Center it goes to the side opposite the last one used).
Set Shoulder(New Shoulder: Cam Forge Shoulder)CallablePlayer Camera ManagerSets the shoulder side.
Get Shoulder() β†’ Cam Forge ShoulderPurePlayer Camera ManagerThe requested shoulder side.

Lock On 5

NodeTypeAvailable onDescription
Lock On To(New Lock Target: Actor) β†’ BooleanCallablePlayer Camera ManagerLocks the camera onto an actor. Fails (returns false) when the actor is invalid, is the view target, or is out of range.
Clear Lock OnCallablePlayer Camera Manager
Is Locked On() β†’ BooleanPurePlayer Camera ManagerTrue while locked onto a target.
Get Lock On Target() β†’ ActorPurePlayer Camera ManagerThe locked target, or None.
Find Best Lock On Target(Candidates: Array of Actor, Max Angle Degrees: Float) β†’ ActorCallablePlayer Camera ManagerPicks the candidate closest to the view direction within Max Angle Degrees and the lock-on range.

Zoom 3

NodeTypeAvailable onDescription
Add Zoom Input(Value: Float)CallablePlayer Camera ManagerAdds zoom input (mouse wheel or gamepad axis). Positive values zoom in.
Reset Zoom(Both View Modes: Boolean)CallablePlayer Camera ManagerReturns the zoom of the current view mode (or of both) to the settings' arm length.
Get Current Arm Length() β†’ FloatPurePlayer Camera ManagerArm length used in the last frame (after zoom and lock-on).

Dynamic FOV 1

NodeTypeAvailable onDescription
Get Current FOV Kick() β†’ FloatPurePlayer Camera ManagerField of view currently added by the speed-based FOV.

Pivot 1

NodeTypeAvailable onDescription
Get Pivot Location() β†’ VectorPurePlayer Camera ManagerSmoothed pivot location of the last frame.

Target 4

NodeTypeAvailable onDescription
Get Camera State() β†’ Cam Forge Camera StatePureComponentCurrent camera state, with automatic stance and gait applied.
Get Pivot Transform() β†’ TransformPureComponentTransform the third person pivot follows.
Get First Person Location() β†’ VectorPureComponentWorld location of the first person camera.
Get Trace Params() β†’ Boolean, Out Trace Origin, Out Trace Radius, Out Trace ChannelCallableComponentReturns true and the trace values when Override Trace Params is on.

Events & delegates

Bind these in Blueprint (drag off the object β†’ Bind Event) or with AddDynamic in C++.

EventParametersWhen it fires
On View Mode ChangedNew View Mode (Cam Forge View Mode), Previous View Mode (Cam Forge View Mode)Fires when the view target's view mode changes.
On Rotation Mode ChangedNew Rotation Mode (Cam Forge Rotation Mode), Previous Rotation Mode (Cam Forge Rotation Mode)Fires when the view target's rotation mode changes.
On Camera State ChangedNew State (Cam Forge Camera State), Previous State (Cam Forge Camera State)Fires when any field of the camera state changes (view mode, rotation mode, stance, gait or action state).
On Shoulder ChangedNew Shoulder (Cam Forge Shoulder)Fires when the shoulder side is changed.
On Lock On ChangedNew Target (Actor), Previous Target (Actor)Fires when a lock-on starts, switches target or ends (New Target is None when it ends).

Options & enums

EnumValues
View ModeThird Person First Person
Rotation ModeVelocity Direction Looking Direction Aiming
StanceStanding Crouching
GaitWalking Running Sprinting
ShoulderLeft Center Right
Occlusion ModeHide For Player Material Scalar Parameter

Compatibility

UE 4.27CamForge 4.27.zipUE 5.8CamForge 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
macOSEditor & packaged
ModuleTypeLoading phase
CamForgeRuntimeDefault

Technical details

Code modulesCamForge (Runtime)
Blueprints0 Β· C++ classes: 4
Network replicatedNo
Development platformsWindows: Yes, Mac: Yes
Target build platformsWin64, Mac
Third-party softwareNo
Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ classes5 + 9 structs
Blueprint nodes40
Events5
DocumentationDocumentation.html (in the download)
DownloadCamForge.zip Β· 180 KB
Versionv1.0.0

What's in the download

FileWhat it is
CamForge 4.27.zipPlugin build for Unreal Engine 4.27
CamForge 5.8.zipPlugin build for Unreal Engine 5.8
Documentation.htmlDocumentation (open in a browser)

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the CamForge folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable CamForge under Edit β€Ί Plugins and restart the editor.
  4. Right-click in any Blueprint graph and search CamForge β€” or include the public headers from C++.
  5. Package for your target platform (Windows, macOS).

Good to know

Built and verified warning-free for Unreal Engine 4.27 and 5.8. C++ classes: CamForge Player Camera Manager, CamForge Settings (data asset), CamForge Target component and CamForge Library, plus the CamForge Target interface. The camera is computed locally for each player and is not replicated. No content assets are included; all defaults live in C++. The module is enabled for Win64 and Mac; the code is platform-independent engine C++ with no OS-specific calls. Developed and maintained by Alpha XP.

Everything included

  • Player camera manager that computes the final view every frame from a data asset, with…
  • Camera settings by view mode, rotation mode, stance and gait (most specific rule wins)…
  • Smooth blending between settings with per-set blend time and optional easing curve
  • Arm length, camera offset, pivot offset, per-axis pivot lag, rotation lag, field of…
  • Third person and first person (mesh socket or eye height) with blended transitions
  • Camera collision: sphere sweep on a configurable channel and radius, instant pull-in…
  • Shoulder swap: left, center and right with a smooth blend
  • Target lock-on: soft yaw and pitch toward the target, framing of player and target,…
  • Occlusion fade: hide occluders for the local player or drive a scalar material…
  • Speed-based dynamic FOV with min/max speed or a curve, smoothed
  • Smooth zoom from mouse wheel or gamepad with a min/max arm length per view mode
  • CamForge Target component: zero-code support for any pawn (crouch-based stance,…
  • CamForge Target interface (Blueprint Native Events) for full control from Blueprint or C++
  • Events: view mode, rotation mode, camera state, shoulder and lock-on changes
  • Debug drawing with the CamForge.Debug console variable

Platforms

WindowsmacOS

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows (Win64)
  • Blueprints and C++

In the download

FileCamForge.zip
FormatZIP
Size180 KB
Versionv1.0.0
SHA-256a1c89f25ea2e9642…

Personal

$11.99

One non-commercial project

  • 1 activation seat
  • 1 year of updates
  • One end product
  • Non-commercial use
  • Community support
  • 14-day refund window
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Commercial

$59.99

Ship paid products

  • 5 activation seats
  • 1 year of updates
  • One paid end product
  • Unlimited end users
  • Priority support
  • Source files
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Extended

$189.00

Resell & white-label

  • Unlimited activation seats
  • Lifetime updates
  • Unlimited end products
  • White-label & resell
  • 1-hour SLA
  • Seat-free team use
  • 14-day refund window
Read the Extended terms

One purchase per product, no subscription. Each licence comes with a signed key β€” 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.

  1. v1.0.0Latest
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, HTML documentation
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