Agentic Gameplay Camera
State-driven third-person camera modes and authored cinematic shot flows for Unreal Engine 5.8
Agentic Gameplay Camera
A data-driven camera system that wraps Epic's GameplayCameras runtime for Unreal Engine 5.8. Add one component to your pawn and the third-person camera works; author modes, states and behaviors as Data Assets, DataTables or JSON instead of code.
The plugin has two halves that share one spine:
- Gameplay camera — the tactical rig that follows the player. GameplayTag-activated modes, character-supplied states, behavior and parameter modifiers, BlendStack transitions. This half is Beta.
- Cinematic camera —
UAgenticShotFlowassets: roles, ordered segments, curves, movement models, corrections, played by one runtime cursor. This half is Experimental: its API and asset formats may change.
Read before buying. The gameplay camera is Beta and the cinematic half (ShotFlow assets, the Sequencer flow track, the Stage rehearsal room, the editor toolsets) is Experimental — expect API and asset-format changes between releases. The plugin requires Unreal Engine 5.8; the sibling Agentic Targeting plugin is optional and only adds lock-on targets for the Focus and Awareness modifiers. It is not certified for console platforms and its networked behavior is not qualified; see Requirements.
Key Features
- One-Component Integration — Add Agentic Camera (
UAgenticCameraComponent) to a pawn. It guarantees theUGameplayCameraComponentand a camera asset with an Agentic camera director, and becomes the view target on possession. - Tag-Activated Modes — Five authored modes ship ready to use — exploration, melee combat, ranged combat, lock-on combat and bow aim — plus a registered
Agentic.Camera.*tag vocabulary (dialogue, stealth, mounted, swimming, climbing, death, spectator, photo) for the modes you author yourself. - States You Own — Eight state tags (Walking, Sprinting, Crouching, Jumping, Falling, Strafing, Aiming, Default) plus LockOn. The plugin never guesses what your character is doing; your gameplay pushes the tags.
- Ten Behavior Modifiers — Focus, Awareness, LookAhead, PitchScale, Shake, Rig overlay, YawFollow, PitchFollow, Constraints and IdleReset, plus five parameter modifiers (Arm, FOV, Offset, Pitch, Lag) for per-state overrides.
- Authoring Round-Trip — JSON ↔ DataTable ↔ Data Asset, with an import report and a generated schema. Editable by a designer in the Details panel or by an agent in a text file.
- Cinematic Shot Flows (Experimental) — Subject-agnostic coverage: nine movement models, a physical-lens framing solve with size bands, four corrections, interrupt policies, and a measured per-segment trace.
- Debug Visualization — One console variable for the whole rig, plus per-node flags, all recorded to the Visual Logger.
Getting Started
- Quick Start Guide — Install the plugin, add the component, push your first state
Reference
- Gameplay Camera — Modes, states, tags, project settings, transitions and the authoring pipeline
- Modifiers — Every behavior and parameter modifier with its parameters and blend curves
- Cinematic Shot Flows — The
UAgenticShotFlowasset, movement models, policy and playback (Experimental)
Help
- Troubleshooting — Modes that do not switch, states that never arrive, focus that does not track, missing tags
- Discord Support
Requirements
| Requirement | Version / purpose |
|---|---|
| Unreal Engine | 5.8 only; earlier versions are not supported |
| GameplayCameras | Required engine plugin — the runtime this system builds rigs for |
| EnhancedInput | Required engine plugin |
| Agentic Targeting | Optional sibling plugin — supplies IAgenticTargetProvider, which the Focus and Awareness modifiers read. The camera works standalone without it; install and enable it and the integration comes up automatically. See its docs. |
| DrawDebugLibrary | Required engine plugin for the debug draws |
| LevelSequenceEditor | Required for the Sequencer flow track |
| ToolsetRegistry | Optional Experimental engine plugin. Without it the editor toolsets are simply unavailable; the camera runs normally. |
| C++ toolchain | A matching Unreal C++ toolchain when you build from source |
Module layout: AgenticCamera is Runtime — the module your shipped game runs on. AgenticCameraEditor (including the Stage), AgenticCameraToolsets and AgenticCameraTests are Editor modules and are never in a packaged game. AgenticCameraDev is a DeveloperTool module — the exhibit and harness support behind the gallery content — so it is present in Development and DebugGame builds and excluded from the Shipping cook. Declared platforms are Win64, Mac and Linux.
What is not claimed. Nothing in this plugin is advertised as multiplayer-ready: the runtime is a local view-and-framing system, and no listen-server, dedicated-server or client-prediction guarantee is made. No console platform is declared or certified. The Stage is an editor-only rehearsal room, and the showcase gallery content is development-only — both are for evaluating the camera during development, not shipping game content.
Architecture
GAMEPLAY AUTHORING CINEMATIC AUTHORING
JSON ◄──► DataTable ◄──► Data Asset UAgenticShotFlow asset, edited directly
Tags | Modes | Modifiers | Params (JSON is export-only, for the catalog)
│ │
▼ ▼
GAMEPLAY PATH (Beta) CINEMATIC PATH (Experimental)
AgenticCameraComponent UAgenticShotFlow
│ (state container) │ roles · segments · policy
▼ ▼
AgenticCameraDirector one flow player, three doors:
│ reads IAgenticCameraProvider · PlayShotFlow(ByTag)
▼ · Sequencer flow section
active mode builds a rig · editor Stage (rehearsal)
│ │
▼ ▼
modifiers → GameplayCameras curves → role-bound subjects
rig nodes (Arm, FOV, Focus, → framing solve → movement model
Shake, Awareness, …) → smoothing → corrections
│ │
▼ ▼
final pose → viewport AgenticCinematicCamera + trace
└───────────────────┬─────────────────┘
SHARED SPINE
camera registry (tag → mode, tag → flow) · targeting bridge
one corrections pipeline · flow end action → camera componentModes decide which rig is built. A state change is normally a retarget: the state's values are written into the running rig's camera variables, so every smoothing node keeps its history. That holds for values exposed as camera parameters. A state that differs in a non-parameter property — a plain float or an inner struct that cannot be driven as a variable — is caught by the candidate build's bake hash and the rig really is replaced, promoted with a cut. Modifiers are what turn authored data into GameplayCameras rig nodes.