Fixed Angle Camera

Overview

The Fixed Angle Camera is a Device in Fortnite: Creative, added in Update v28.00.

Important: Some settings on this device do not have a limit such as Deadzone Height, and the Boundary settings. It's always important to preview your camera before publishing to avoid unwanted effects.

All Settings

All Settings[]

All default values have been Bolded.

General
Option Value Description
Creative Preview Start Toggle a preview in Live Edit.
Priority 0, 1 - 20,000 When multiple cameras are added to a player, the one with the highest priority is considered "Active".
Add to Players on Start On, Off Automatically remove from the player, upon elimination.
Enabled During Phase None, Always, Gameplay Only Determines the game phases during which the device will be enabled. Pre-Game includes all phases prior to the Game starting (the waiting for players lobby on Featured Islands and the Game Start Countdown).
Camera
Option Value Description
Field Of View 80.0°­, 20.0° - 120.0° Determines the degrees on the vertical (Y) axis the camera can view.
Distance 1200.0 cm, 0.0 cm - 100,000.0 cm The distance the camera is pulled back from its target.
Angle Pitch -65.0°, -90.0° - 90.0° Rotate the camera around the player, up and down.
Angle Yaw 0.0°, -180.0° - 180.0° Rotate the camera around the player, left and right.
Offset X 0.0 cm, Pick a number Move the camera, offsetting the view target. A positive value shifts the view target forward (relative to the device), while a negative value shifts it back.
Offset Y 0.0 cm, Pick a number Move the camera, offsetting the view target. A positive value shifts the view target left (relative to the device), while a negative value shifts it right.
Offset Z 0.0 cm, Pick a number Move the camera, offsetting the view target. A positive value shifts the view target down (relative to the device), while a negative value shifts it up.
Horizontal Speed 10.0 m/s, Pick a number The speed that the camera moves on the (X,Y) axis to frame the target.
Vertical Speed 10.0 m/s, Pick a number The speed that the camera moves on the (Z) axis to frame the target.
Transition
Option Value Description
Transition in Priority 0.0, Pick a number The camera transition is determined by the highest priority, comparing the "Out Priority" of the current camera to the "In Priority" of the destination camera
Transition in Type Linear, Ease-In, Ease-Out, Ease-In-Out Determines how the camera behaves, when activating.
Transition in Time 0.2s, 0.0s - 3.0s Determines the time in seconds used to transition to align with this camera, when activating.
Transition Out Priority 0.0, Pick a number The camera transition is determined by the highest priority, comparing the "Out Priority" of the current camera to the "In Priority" of the destination camera
Transition Out Type Linear, Ease-In, Ease-Out, Ease-In-Out Determines how the camera behaves, when deactivating.
Transition Out Time 0.2s, 0.0s - 3.0s Determines the time in seconds used to align with the destination camera, when deactivating.
Boom Collision
Option Value Description
Boom Collision On, Off The behavior that occurs when something in the world obscures the camera's target.
Collision Type Instant, Predictive, Transparency Determines the camera's response to the boom colliding with the environment.
Collision In Time 0.5 s, 0.0 s - 5.0 s The speed that the camera pulls in, when using Predictive Collision on the Boom.
Collision Out Time 0.5 s, 0.0 s - 5.0 s The speed that the camera pulls out, to reach the ideal distance.
Collision Transparency 0.4, 0.0 - 1.0 Determines how opaque objects are, when they break line of sight to your character. A value of 0 is completely transparent, when 1 is completely opaque.
Collision Size 0.5m, The radius measured along the boom, used to determine object penetration.
Collision Cutout Size 100.0, Determines how large an area the renderer cuts out, allowing you to more clearly see the player when used with Transparency.
Boundary
Option Value Description
Boundary On, Off If enabled, the camera will not cross over the specified axis. Each axis can be toggled and offset independently.
Boundary Preview On, Off Determines whether the boundary can be seen, when in Edit Mode.
Boundary X Min Off, 0.0cm - Pick a number If enabled, this value determines the farthest back the camera will move on the device's X axis
Boundary Y Min Off, 0.0cm - Pick a number If enabled, this value determines the farthest back the camera will move on the device's Y axis
Boundary Z Min Off, 0.0cm - Pick a number If enabled, this value determines the farthest back the camera will move on the device's Z axis
Boundary X Min Off, 0.0cm - Pick a number If enabled, this value determines the farthest forward the camera will move on the device's X axis
Boundary Y Max Off, 0.0cm - Pick a number If enabled, this value determines the farthest forward the camera will move on the device's Y axis
Boundary Z Max Off, 0.0cm - Pick a number If enabled, this value determines the farthest forward the camera will move on the device's Z axis
Deadzone
Option Value Description
Deadzone On, Off If enabled, the camera will not cross over the specified axis. Each axis can be toggled and offset independently.
Deadzone Type Sphere, Cylinder, Rectangle Determines the shape used to from the deadzone. The player may run around in the specified area, without affecting the camera.
Deadzone Height 0.0 cm, Pick a number Determines the distance the player can move from the look-at point, moving up or down.
Deadzone Diameter 100.0 cm, Pick a number Determines the distance the player can move from the look-at point.
Deadzone Width 100.0 cm, Pick a number Determines the distance the player can move from the look-at point, moving left or right.
Deadzone Depth 100.0 cm, Pick a number Determines the distance the player can move from the look-at point, moving toward or away from the camera.
Requirements
Option Value Description
Affects Team Any, Team 1 - Team 100 Determines which Teams can be affected by the device.
Invert Team On, Off If False, only the selected Team is affected by the device. If True, all teams except the selected Team are affected by the device.
Affects Class No Class, Any, Class 1 - Class 16 Determines which Classes can be affected by the device.
Invert Class On, Off If False, only the selected Class is affected by the device. If True, all teams except the selected Class are affected by the device.
Development
Option Value Description
Preview Device Color #2D68FF, Pick a Color Change the device's color.
Preview Mannequin On, Off If enabled, preview a mannequin at the device's location.

Functions and Events

Functions and Events[]

Functions
Option Description
Enable When Receiving From Enables the device. A camera connected to an enabled device may activate on players it's assigned to.
Disable When Receiving From Disables the device. A camera connected to a disabled device will not be active on any player.
Add to Player When Receiving From Adds the camera to the instigating Player, activating if the highest priority.
Remove from Player When Receiving From Removes the camera from the instigating Player.
Add to All When Receiving From Adds the camera to all Players, activating if the highest priority.
Remove from All When Receiving From Removes the camera from all Players.
Events
No settings to display

gameplay_camera_fixed_angle_device class

gameplay_camera_fixed_angle_device class[]

using { /Fortnite.com/Devices }

Inheritance Hierarchy
Option Description
creative_object Base class for creative devices and props.
creative_device_base Base class for creative_device.
gameplay_camera_device Used to update the camera’s current viewpoint and rotation based on current camera mode.
Data

This class has no data members

Functions
Option Parameters Description
Enable Enables this device.
Disable Disables this device.
AddTo Agent:agent Adds the camera to the Agent’s camera stack and pushes it to be the active camera.
AddToAll Adds the camera to all Agents camera stacks and pushes it to be the active camera.
RemoveFrom Agent:agent Removes the camera from the Agent’s camera stack and pops from being the active camera replacing it with the next one in the stack.
RemoveFromAll Removes the camera from all Agents camera stacks and pops from being the active camera replacing it with the next one in the stack.