Migration & Basics Tutorial

This tutorial walks you through migrating the Gameverse Camera System into your own project. We cover moving over the needed blueprints and material functions, and setting up the Camera Manager Component inside your player class. You’ll also add the zoom input, hook up the occlusion material function for characters and world objects, and tweak collision so camera fading works as intended. By the end, everything’s ready to go and fully integrated into your project.

Game Animation Sample Setup Tutorial

In this tutorial, we swap out the default camera setup in the Game Animation Sample Project and replace it with the Gameverse Camera System. We remove the old interfaces, functions, and components, update a couple of settings in the controller and character, then bring in the Advanced Camera Manager and player interface. Movement and look logic get cleaned up, zoom input is added, and leftover camera logic is stripped out. We wrap up with a quick look at a sample Camera Volume to show how everything comes together.

Target System Setup Tutorial

This tutorial walks through setting up the Target Focus Modifier in the Gameverse Camera System. We start by adding simple input controls for activating and cycling targets, then build a few example target actors using the GV Focus Target interface. After testing the basics, we dive into the data table settings that drive how targets are found, prioritized, and released, as well as how camera distance and rotation react during targeting. By the end, you’ll know exactly where to tweak the system to match your project’s needs.

How To Possess New Character Tutorial

This video covers how to set up player pawn swapping with the Gameverse Camera System. We start with a simple version that handles the core steps: stopping the old camera logic, spawning the new pawn, passing control over, and re-initializing the camera so everything keeps working smoothly. Then we move into a more advanced setup that includes a camera transition and transfers the current camera data to the new pawn for a seamless handoff. By the end, you’ll know exactly what’s required to integrate pawn swapping into your own project.

Extending Your Camera Setup Safely

GVCS never modifies the Spring Arm’s relative location, and none of the camera system’s interpolations interfere with it. This makes the Spring Arm location a safe place to customize your camera behavior without worrying about conflicts.

If you want a different perspective, such as first person head bobbing or a platformer-style view where the camera stays level when the player jumps, you can attach the Spring Arm to another socket or simply adjust its relative location. In the templates, the Spring Arm is already positioned in a way that allows smooth switching between first person and third person without any extra setup.

Keep in mind, these kinds of modifications are optional extensions and not part of the supported GVCS feature set. You’re free to build on top of them, but custom perspectives, head-bob systems, and other specialized camera behaviors are considered user-side experimentation, done at your own risk and without official support.

ALS and Lyra Tutorials?

ALS and Lyra don’t need separate walkthroughs, since the core setup is already fully covered in Migration & Basics Tutorial and GASP Setup Tutorial. You can follow those steps directly—ALS and Lyra just require a couple of small project-specific adjustments.

For ALSv4
Add a Camera Component and a Spring Arm Component to the ALS character class. Depending on your setup, you might also need to switch the Player Camera Manager on the player controller from the ALS version to Unreal’s default PlayerCameraManagerClass.

For Lyra
Same idea here: confirm that the player class has a Camera Component and a Spring Arm Component. In some cases, you may also need to replace the Lyra camera manager with Unreal’s default PlayerCameraManagerClass.