CrimsonCamera · Lesson 6 of 6
Occlusion Fade, Multiplayer & Recap
Before you start
- Completed: the previous lessons
Chapters
Fade occluding geometry
Add a UCrimsonCameraOcclusionComponent to the pawn. It traces from the camera to the pawn each tick (for the local player only) and fades tagged occluders via a material scalar — it does not change visibility directly.
- Add the
FadeableActorTag(defaultCameraFadeable) to each occluder actor. - In the occluder's material, add a scalar parameter named by
FadeParameterName(defaultFadeAmount) and wire it to a dither / opacity-mask so 1 = invisible. - Optionally tune
FadedAmount,FadeInterpSpeed,TraceRadius, andTraceChannelon the component.
No scalar, no fade
The component only drives a material scalar. If the occluder's material has no
FadeParameterName scalar (or it isn't wired to opacity), nothing visibly fades.Camera is a local concern
Every CrimsonCamera feature runs on the locally-controlled pawn and produces a view for that one client — nothing here is server-authoritative gameplay state, so there's no replication to manage. Lock-on changes only the local control rotation (which already replicates as the player's view).
Don't drive gameplay from the camera
If an ability needs the locked target server-side, read it on the server from your own gameplay state — don't trust a client's camera target as authoritative.
Need a UI takeover?
UCrimsonUICameraManagerComponent lets a UI flow (inventory inspect, character screen) seize exclusive camera control via SetViewTarget, then hand it back. That API is C++-only — wrap it in a BlueprintCallable function to call it from widgets. See the UI Camera How-To.Recap
- A camera is a stack of blendable modes, not tick code — push to transition, pop to revert.
- Switch views with tag-keyed overrides or per-frame selection; overrides win.
- Third-person ships with shoulder, zoom, lag, recenter, plus a safe camera shake passthrough.
- Lock-on is data-driven on the Gameplay Targeting System, with multiple lock points per target.
- Occlusion fade clears the shot, and the whole system is local-only — nothing to replicate.
You now have a composable camera that blends between third-person, aim, top-down, and lock-on — with the polish a shipped game needs and no per-frame camera code.