BP_SciFi_Character receives AC_FirstPersonCamera through the Gameplay Framework inheritance chain.
FirstPersonCamera supplies the inherited camera behavior on BP_Gameplay_Character. Obtain AC_FirstPersonCamera through BPI_Gameplay_Character.GetFirstPersonCamera. Do not add a second controller to a framework character.
For ADS, let the item decide whether aiming is active. Route the result through
AC_WeaponView.OnAim, then call UpdateTargetFOV. Do not set the camera FOV directly on Tick from a weapon.
Keep recoil offsets in ShooterCoreโs recoil component. Use DA_FirstPersonCameraShake for event shakes. If timing must match an exact animation frame, start the shake from the matching notify.
Example: drive ADS FOV
- Get
AC_FirstPersonCamerathroughBPI_Gameplay_Character.GetFirstPersonCamera. - When the equipped weapon starts aiming, call
UpdateTargetFOV(DesiredADSFieldOfView, ADSInterpolationSpeed). - When aiming stops, call
UpdateTargetFOV(DefaultFOV, RestoreInterpolationSpeed). - Let the component update the current camera FOV.
Example: add a reload shake
- Create a project
DA_FirstPersonCameraShake. - From the weapon-view reload event, obtain the inherited first-person camera.
- Call
PlayCameraShake(ProjectReloadShake)at the intended moment. - Move the call to an animation notify when it must match an exact frame.
UpdateTargetCamera and UpdatePlayerMesh if your character changes either component dynamically.