How-To: Set Up a Top-Down Camera
Goal: frame the pawn from a fixed top-down / isometric angle (Diablo-style) that follows movement but ignores look input.
Prerequisites
You completed Quick Start - a
UCrimsonCameraComponent on your pawn and ACrimsonPlayerCameraManager on your controller.1. Create a top-down mode
Make a Blueprint subclass of UCrimsonCameraMode_TopDown. Unlike the third-person mode it holds a fixed offset from the pawn and ignores look input, so it never orbits with the mouse / right stick.
Verify
The mode opens with a Top Down category exposing
PivotOffset, FollowSpeed, and the offset curves.2. Push it (or select it)
Activate it like any mode - push it on BeginPlay for a permanent top-down game, or return it from Determine Camera Mode / push it as an override to switch into top-down for a section.
Verify
Press Play - the camera holds a fixed high angle and slides to follow the pawn (rate set by
FollowSpeed); look input no longer orbits it.See also
- How-To: Switch Camera Modes - swap between third-person and top-down at runtime.
- Concept: The Mode Stack & Blending - how the top-down mode blends in over its Blend Time.