Fixed Point Camera

Overview

The Fixed Point Camera is a Device in Fortnite: Creative.

Important: It's always important to preview your camera before publishing to avoid unwanted effects as some settings on this device are nearly limitless.

All Settings

All Settings[]

Contextual Filtering

This device is affected by Contextual Filtering; This feature hides or displays options depending on the values selected for certain related options.

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 add the camera to all players.
Remove on Elimination 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.
Preview
Option Value Description
Preview Device Color #2D68FFFF (Hex Linear), Select a Color Changes the device's color.
Camera
Option Value Description
Projection Mode Perspective­, Orthographic Determines the degrees on the vertical (Y) axis the camera can view.
Projection Width 1024.0 ppi, 100.0 ppi - 10000.0 ppi Determines how wide of a view the camera projects while in Orthographic mode. (ppi = Pixels Per Inch)
Field Of View 80.0°­, 20.0° - 120.0° Determines the degrees on the vertical (Y) axis the camera can view.
Camera Shake On, Off If set to On, the camera will support screen shake events in game.
Focus Target Override None­, Select an Actor to Target Override object for our camera focus target. Does nothing if set to None.
Focus Target Override On, Off If set, look at our focus target override when this camera is activated.
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, Fade Determines how the camera transitions from the previous camera when activating.
  • Linear: The camera transitions at a constant, even speed.
  • Ease: The camera accelerates in and/or out during the transition.
  • Fade: The camera fades to black during the transition.
Transition In Time 0.2s, 0.0s - 3.0s Determines the time in seconds used to transition to align with this camera, when activating.
Fade in Hold Time 0.0s, 0.0s - 5.0s Determines the total time in seconds for the fade-in effect, when using fade-type transitions.
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, Fade Determines how the camera transitions to the newly active camera.
  • Linear: The camera transitions at a constant, even speed.
  • Ease: The camera accelerates in and/or out during the transition.
  • Fade: The camera fades to black during the transition.
Transition Out Time 0.2s, 0.0s - 3.0s Determines the time in seconds used to align with the destination camera, when deactivating.
Fade Out Hold Time 0.0s, 0.0s - 5.0s Determines the total time in seconds for the fade-out effect, when using fade-type transitions.
Look at Target
Option Value Description
Clamp
Clamp On, Off If enabled, the camera will be limited on how far it can rotate on the Pitch and Yaw axis.
Clamp Pitch Min -30.0°, 0.0° - -90.0° The maximum offset in degrees, the camera will rotate down toward its target.
Clamp Pitch Max 60.0°, 0.0° - 90.0° The maximum offset in degrees, the camera will rotate up toward its target.
Clamp Yaw Min -45.0°, -180.0° - 0.0° The maximum offset in degrees, the camera will rotate left toward its target.
Clamp Yaw Max 45.0°, -180.0° - 0.0° The maximum offset in degrees, the camera will rotate right toward its target.
Deadzone
Deadzone On, Off Establish a defined area, where the look-at target can move without affecting the camera. When the target moves to the edge of the deadzone, the camera rotates to keep the target in view.
Deadzone Yaw 10.0°, -90.0° - 90.0° The number of degrees considered acceptable, before rotating left/right toward the camera's target.
Deadzone Pitch 3.0°, -90.0° - 90.0° The number of degrees considered acceptable, before rotating up/down toward the camera's target.
Deadzone Yaw Offset 0.0°, -90.0° - 90.0° The number of degrees to offset the deadzone left (negative) or right (positive).
Deadzone Pitch Offset 0.0°, -90.0° - 90.0° The number of degrees to offset the deadzone down (negative) or up (positive).
Look at Target On, Off The camera will attempt to adjust Pitch/Yaw to frame the camera target.
Look at Offset Distance 0.0 cm, -100000.0 cm - 100000.0 cm Move the camera Forward / Back, offsetting the View Target.
Look at Offset Horizontal 0.0 cm, -100000.0 cm - 100000.0 cm Move the camera Left / Right, offsetting the View Target.
Look at Offset Vertical 75.0 cm, -100000.0 cm - 100000.0 cm Move the camera Up / Down, offsetting the View Target.
Yaw Acceleration 6.0, 0.0 - 20.0 Determines how fast the camera accelerates left/right, toward the camera's target. A value of 0 is instant.
Yaw Max Speed 0.0 m/s, 0.0 m/s - 20.0 m/s Determines the max speed the the camera rotates left/right toward the camera's target. A value of 0 is unclamped.
Pitch Acceleration 6.0, 0.0 - 20.0 Determines how fast the camera accelerates up/down, toward the camera's target. A value of 0 is instant.
Pitch Max Speed 0.0 m/s, 0.0 m/s - 20.0 m/s Determines the max speed the the camera pitches up/down toward the camera's target. A value of 0 is unclamped.
Requirements
Option Value Description
Affects Team Any, Team 1 - Team 100 Determines which Teams can be affected by the device.
Affects Class No Class, Any, Class 1 - Class 254 Determines which Classes 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.
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.

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.
Focus on Target When Receiving From Sets the target of the camera to the focus target instead of the player for all players.
Focus on Player When Receiving From Sets the target of the camera to the player for all players.
Events
No settings to display

This device can be found in Content Browser in the following path: /All/Fortnite/Devices/!Beta

gameplay_camera_fixed_point_device class

gameplay_camera_fixed_point_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.