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Armor System

4
  • Add new Slots in ArmorBar
  • Adding new ArmorInstance
  • Is it compatible with metahumans?
  • How is the armor system made?

Burn System

3
  • Adding new fuel item
  • Adding New Cookable Item
  • How was the Burn System made?

Combat System

2
  • New Weapon Melee 2.0
  • Combo System

Craft System

2
  • Adding New Crafteable ItemDefinition
  • Craft – How does it work?

Gameplay Ability System

2
  • Ways to Spawn Projectiles
  • GAS – How does it work?

Inventory System

2
  • Inventory – How is it developed?
  • How can I use this inventory to another actor?

Interactable System

2
  • Custom Interactable
  • Interactable System – How does it work?

Loot System

2
  • Loot System – How does it work?
  • Loot Actors

Respawn System

2
  • Respawn System – How does it work?
  • ¿Bed?

Team System

2
  • Team How does it work?
  • Invite Team

Weapon System

5
  • Fire Weapons
  • Bow System
  • Melee throwable weapons
  • Wand Weapon
  • Shield / Cover Items

Map System

5
  • Minimap – How to setup?
  • POI System
  • Make a fast MapCapture
  • Big Map – How to setup?
  • What is Big Map?

Node System

1
  • How was the Node System made?

Building System

1
  • How Work Building System?

Enemies System

4
  • Enemies Examples
  • GameplayAbility Death Bot
  • Simple Health Component – Bots Events
  • Simple Controller – Without PlayerState

Locomotion

1
  • Game animation sample

Spawner System

3
  • Actor Spawner Component
  • NPC Spawner Component
  • Spawner Component

Seamless Travel System

1
  • Seamless Travel System

Quest Subsystem

1
  • Quest Subsystem

Cinematic Camera

1
  • Cinematic Camera
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  • Lyra Inventory Plugin
  • Cinematic Camera
  • Cinematic Camera
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< 1 min read

Cinematic Cámera #

The cinematic camera system is a Lyra-style camera that uses the Lyra camera stack. It retains all standard features such as penetration prevention and smooth blend in/out when switching stacks, meaning it fully leverages the existing Lyra system.

The main difference lies in how rotation is handled.

In Lyra’s camera system, you can control translation, but rotation is always driven by the player, who decides where the camera looks.

In contrast, the cinematic camera defines rotation through a Static Rotation Curve, which is evaluated over time.

This allows for controlled camera movements, such as panning from the character’s face down to their feet, by defining the rotation data in the curve.

The camera position is relative to the pawn, which simplifies tasks like framing the character’s face, making it ideal for cinematic scenarios.

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Updated on 2 marzo, 2026

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