unreal-build-cameras
Build Unreal player cameras, view transitions and camera effects with explicit ownership, interruption and accessibility controls.
SKILL.mdskills/unreal-build-cameras/SKILL.md
GitHubUnreal Build Cameras
When to use
Implement or revise Unreal gameplay cameras, spectator views, camera rigs, collision, modifiers or camera shakes. Sequencer orchestration belongs to the cinematics capability; this skill owns the player's camera integration and restoration.
Activation and prerequisites
Run commands/resolve-engine.sh and commands/resolve-skill.sh unreal-build-cameras before writes or tool launches. Require effective engine UNREAL and compatible: true; respect validated task overrides and every permitted output scope. The skill does not choose an engine.
Inspect the actual engine version, local-player/controller ownership, CameraManager class, possessed actors, camera components, target platforms, motion settings and budgets. Gameplay Cameras and other camera plugins remain explicit, version-qualified selections.
Workflow
- Identify the single owner choosing each local player's view target. Separate replicated gameplay orientation and authoritative aiming from local presentation offsets.
- Define camera states and interruption priority for gameplay, aim, lock-on, spectator, death, UI and cinematic views. Keep handles/identities for temporary claims and restore a valid current fallback when the owning claim ends.
- Use the selected PlayerCameraManager, CameraComponent and SpringArm arrangement. Set transform/tick order, collision probe/channel, ignored actors, lag and teleports deliberately; read camera ownership for native API choices.
- Use declared blend times and clocks. Replaced targets, destroyed actors, possession and travel must cancel obsolete transitions rather than restore stale view targets.
- Bound CameraModifiers, shakes and FOV changes per player. Remove only owned effects; support reduced motion, intensity and unsupported target behavior. Camera response and haptic feedback never decide gameplay outcomes.
- If an optional camera framework is selected, adapt to its version and ownership model rather than layering a competing manager. Record plugin/assets, required modules and unsupported paths before implementation.
Verification
Test rapid view replacement, old-claim cancellation, target destruction, respawn, spectator transitions, split-screen and travel. Check wall probes, slopes, narrow spaces, teleports and frame-rate variation in a native session. Capture horizon stability, occlusion, clipping, aim alignment and accessibility settings on the intended target; headless view-target assertions cannot certify camera comfort.
Output
Native camera code/assets, ownership and restoration map, selected plugin/version evidence, declared blend/clock/effect limits, lifecycle tests and representative native captures. Record environment, scope, expected/observed behavior and blocked/not-run checks under the active .hephaera/.cache/tasks/ task.
Boundaries
Do not select plugins, install tooling or alter art/media contracts implicitly. Author binary camera assets with actual native tools. Retain existing independent art review and promotion gates.
References
- Camera ownership: API selection, stale claims, collision and native acceptance.