Camera Placement
CinematographyPlace cameras within scenes: CineCameraActor placement, composition principles, attachment, look-at targeting, and viewport pilot mode.
/skill camera-placement What This Skill Does
Camera Placement helps you position and configure cameras in your Unreal Engine scenes for cinematic and gameplay purposes. Whether you need a dramatic low-angle hero shot or a functional third-person follow camera, this skill guides you through selecting the right camera type, applying proven composition techniques like the rule of thirds and over-the-shoulder framing, attaching cameras to moving targets, and fine-tuning your framing with viewport pilot mode.
Covers
- CineCameraActor placement and configuration for cinematic shots
- CameraActor setup for gameplay cameras
- Composition principles mapped to UE5 (rule of thirds, Dutch angle, over-the-shoulder)
- Camera attachment to actors, sockets, and spring arms
- Look-at targeting and tracking for dynamic subjects
- Viewport pilot mode for precise camera positioning
- Camera manager hierarchy and view target blending
Does Not Cover
- Lens and optics configuration → Lens & Optics
- Keyframed camera animation → Sequencer Basics
- Camera shakes and procedural motion → Camera Motion
- Post-process effects → Post-Process Fundamentals
How to Use
Invoke this skill in Claude Code:
/skill camera-placement This skill is also auto-detected when your prompt mentions camera placement, framing, or composition intent. AgentUX will automatically activate Camera Placement when it recognizes relevant context in your request.
Key Unreal Engine Concepts
| Concept | Description |
|---|---|
CineCameraActor | A specialized camera actor designed for cinematic use, with filmback, lens, and focus settings that mimic real-world cameras. |
CameraActor | A basic camera actor commonly used for gameplay cameras, providing fundamental view and projection controls. |
USpringArmComponent | A component that maintains a fixed distance between parent and child, with built-in collision testing and lag for smooth follow cameras. |
APlayerCameraManager | The engine class that manages the active camera for each player controller, handling view target blends and transitions. |
ViewTarget | The target actor or point of interest that the camera manager uses to compute the final camera view each frame. |
UCineCameraComponent | The camera component within CineCameraActor that holds filmback, lens, and focus configuration data. |
Related Skills
lens-optics
Configure optical properties: focal length, aperture, and depth of field
sequencer-basics
Use Sequencer for cinematics: keyframing, camera cuts, and timelines
set-blocking
Position actors and props for cinematic staging
lighting-fundamentals
Light scenes for cinematic and real-time rendering
What You'll Learn
- How to place cinematic cameras for professional-quality shots
- When to use CineCameraActor versus CameraActor for your project
- Best practices for applying film composition techniques in UE5
- How to attach and track cameras to moving actors
- How to use viewport pilot mode for precise framing adjustments