> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# 🔷First Person Camera

> This page explains how the FPS camera works in the pack.

**AC\_FirstPersonCamera** is an Actor Component used to apply camera animations, recoil shakes, free look, and FOV updates at runtime.

## Initialization

<Frame caption={"Updating the target camera component."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unreal/01e354676ea1a56b10ab.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=bf4efba547f66e4cc9e674680e0fc4a7" alt="" width={239} data-path="images/tactical-shooter-pack/unreal/01e354676ea1a56b10ab.png" />
</Frame>

First, specify that the **Camera** will be animated. Use the default `Camera` component that comes with `ACharacter`.

Then, update the player mesh reference:

<Frame caption={"Updating the character mesh."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/366e85fdb23140ba7163.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=2cc7a2bd2b72916792711801620ac144" alt="" width={479} data-path="images/tactical-shooter-pack/unreal/366e85fdb23140ba7163.png" />
</Frame>

## Free Look

Free look is implemented by calling these methods on the Tactical Camera:

<Frame caption={"Handling free look."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/5f69adc2aee2983f137d.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=68fb1704dcf635f000eb8ed3980e9619" alt="" width={518} data-path="images/tactical-shooter-pack/unreal/5f69adc2aee2983f137d.png" />
</Frame>

And by controlling player look input:

<Frame caption={"Taking free look input into account."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/f1810e5fba56973427d0.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=6dbc0be4effe08fdc51b0a777e002386" alt="" width={563} data-path="images/tactical-shooter-pack/unreal/f1810e5fba56973427d0.png" />
</Frame>

<Tip>
  **Note:** During free look, only the camera should receive look input.
</Tip>

## FOV

The camera also updates the FOV when aiming:

<Frame caption={"Updating FOV."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unreal/0a3787a33aed1e2d404a.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=84973a1738ce969b20fd9d355f1bff3c" alt="" width={368} data-path="images/tactical-shooter-pack/unreal/0a3787a33aed1e2d404a.png" />
</Frame>

This logic switches between aiming and non‑aiming FOV states; the component handles FOV interpolation under the hood.

## Camera Shakes

The `Play Camera Shake` function is used to play shakes when firing:

<Frame caption={"How to play a camera shake."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/699d2fcc500f62dfe57f.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=76dcce23e47889a8d3dad997b3c26bb1" alt="" width={425} data-path="images/tactical-shooter-pack/unreal/699d2fcc500f62dfe57f.png" />
</Frame>

`DA_FirstPersonCameraShake` is a Data Asset that contains shake settings:

<Frame caption={"Camera Shake settings."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/749e5252512f1461b439.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=d8ebd019b41700ac413fe69ea0902478" alt="" width={384} data-path="images/tactical-shooter-pack/unreal/749e5252512f1461b439.png" />
</Frame>

* **Rotation Curve**: Camera rotation animation.

* **Pitch**/**Yaw**/**Roll**: Range of the pitch/yaw/roll value.

* **Smoothing**: Interpolation speed.

* **Play Rate**: Playback speed multiplier.
