Menu Camera System

User guide · v0.1.0 · UE 5.4–5.8

Place tagged cameras.
Call one node.

The view blends to that shot. The pawn stays put. Play / Settings / Credits in the pictures are example tags — any button can hop to any AnchorTag you define.

Set Active Camera Player 0 view Main menus

Quick start

Copy the plugin into Plugins/MenuCameraSystem (or enable it from Fab), restart, enable Menu Camera System if the editor asks. No extra marketplace plugins.

Names below (Home, Shop, Load) are examples. Use whatever fits your menu.

  1. Place anchors. Place Actors → Menu Camera Anchor. One per station. Set Anchor Tag on each. Tags must be unique.
  2. Aim. Rotate the actor. Set FOV and post-process on the camera component like any Camera Actor.
  3. Title shot. On the camera that should greet the player, enable Camera Actor Auto Activate for Player (Player 0). There is no extra “default anchor” flag.
  4. Hop. From widget OnClicked, a key, or C++: Set Active Camera → your tag. Leave Camera Settings defaulted to use Project Settings.
  5. Back. Call Set Active Camera with your home tag. That is back.

That’s the product: place cameras, tag them, one node. Your widgets call us — this plugin does not depend on UMG.

Editor: Menu Camera Anchor with Anchor Tag set to an example name
A Camera Actor with an Anchor Tag. Aim it like any camera. The tag in the shot is an example ID.

Blueprint

Category Menu Camera. Node Set Active Camera.

PinWhat it is
Anchor TagFName of the live Menu Camera Anchor to look through.
Camera SettingsOptional. Default = Project Settings. Turn on Use Custom Blend to override the whole blend on this call.
Return ValueSuccess. True only if a unique live anchor was found and the blend was issued.

Leave Camera Settings collapsed for the project-default hop.

Branch on Success. A failed call does not change the view.

OnClicked wired to Set Active Camera with an example tag
One node. This graph uses Play as an example — yours can be Shop, Load, anything.

C++

#include "MenuCameraBPLibrary.h"
#include "MenuCameraTypes.h"

FMenuCameraBlendSettings Settings; // Project Settings
const bool bOk = UMenuCameraBPLibrary::SetActiveCamera(
    this, FName(TEXT("Shop")), Settings);

Cut:

FMenuCameraBlendSettings Cut;
Cut.bUseCustomBlend = true;
Cut.BlendTime = 0.f;
UMenuCameraBPLibrary::SetActiveCamera(this, FName(TEXT("Load")), Cut);

this needs a world (Actor, Component, …). The Blueprint library is the supported surface. You can call UMenuCameraSubsystem on the world; most projects should not.

Project Settings

Edit → Project Settings → Plugins → Menu Camera System. Saved in DefaultGame.ini.

SettingDefaultNotes
Default Blend Time0.5Seconds. 0 is a cut.
Default Blend FunctionEase In OutSame enum as SetViewTargetWithBlend.
Default Blend Exp2.0Passed through.
Default Lock OutgoingoffbLockOutgoing on the blend.
Show Debug PrintsonOn-screen failures. Shipping never prints.

If Use Custom Blend is true, that struct wins. Otherwise these defaults.

Project Settings for Menu Camera System blend defaults
Set blend once. Every hop you wire uses it — any tag.

How lookup works

Only Menu Camera Anchor actors register. Loose Camera Actors and Unreal actor tags are ignored.

Log category: LogMenuCameraSystem. Errors on failure. Quiet on success.

Under the hood the hop is Player 0’s APlayerController::SetViewTargetWithBlend. Pawn transform is not touched.

Troubleshooting

Fail-closed. A bad tag never guesses. On-screen text uses the fail colour in PIE when Show Debug Prints is on.

You seeMeaningWhat to do
AnchorTag is empty The node got None Pass a name
no Menu Camera Anchor registered for 'X' No live actor with that tag Place one, set Anchor Tag, PIE after BeginPlay
AnchorTag 'X' is not unique Duplicates Rename or delete until one remains
no Player 0 PlayerCameraManager No local player 0 Menu maps need a Player 0 controller
MenuCameraSubsystem is missing Plugin not loaded / no world Enable the plugin; call from a world context
View hops but the character slides You possessed or moved the pawn Don’t. This plugin only changes view target
Map opens on the pawn camera Title anchor isn’t auto-activated Enable Auto Activate for Player on that Camera Actor

What v1 does not do

Main-menu “back” is Set Active Camera to your home tag.