UE Gameplay Cameras Revived

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Do you use the Gameplay Cameras plugin for Unreal Engine? Are you sad that it seems to have been abandoned for the 5.8 release? Well, I’m sort-of reviving it.

Hello, I’m Ludovic, I’m the guy who was working on Gameplay Cameras at Epic Games until the spring 2026 mass layoffs. If you’re interested in seeing me continue this work, read on!

Why?

I still regularly receive emails from people using Gameplay Cameras (GPC), asking for some help or advice, and generally saying nice things about the system. I’m pretty proud of that system, but I’d like to not leave it half-finished, and I’d like to help all these people… so I figured I could fork it.

Where?

The fork is available on Github and Sourcehut, but I’m still getting things setup so watch out for the fresh paint. It’s basically a drop-in replacement for the GPC version that ships with UE.

The UE5 plugin management dialog, with the vanilla GPC plugin disabled, and the "revived" version enabled.

How?

Writing camera logic on the week-ends sounds pretty fun to me, but I don’t want to (1) work for free or (2) waste time on things that may not be useful to anybody. So I’m monetizing this thing.

I’m going for an open-source development model. You can become a regular sponsor and gain access to a certain level of monthly technical support, or you can book a one-time deal for specific needs. The end result will always be freely available (see above), but the level of support I give to non-paying users will entirely depend on whether it’s nice outside that week, whether there’s a new season of Silo coming out, or whatever else.

If I make only $10/month, that’s fine, I can slowly work on GPC a bit here and there without too much pressure, as time allows. But if the AA and AAA studios that I know are using this system were to each put a couple hundred bucks in it (that’s peanuts for them in terms of software licenses), I would be able to allocate the time to do some seriously cool stuff. And then everybody benefits! Wouldn’t that be great?

What?

If I get at least a few sponsors, I would certainly run a poll for what they want to be fixed or implemented first… but for now, here is what I’m working on, or planning to work on.

Value interpolator nodes, with output pins that can connect to other nodes' input pins.
  • Value Pipelining (New Feature): The ability for camera nodes to have output pins, that can feed into other nodes’ input pins. The first use case for this are “Value Interpolator” nodes that can smooth out changes in Camera Rig parameter values. I’ve seen people do this in Blueprint, before feeding the interpolated values to the camera system, but this would greatly simplify their setup.
  • Sequencer Shake Node (New Feature): Support for Camera Animation Sequences in Camera Shake assets.
  • Better Rewind Debugger Support (Improvement): Rewind Debugger (RWD) is only supported in a very basic way. I want to properly implement RWD tracks and details panels, showing the hierarchy of Camera Nodes in richer detail. That should help with troubleshooting problems.
  • Deprecate Single vs Double Precision Values (Cleanup): Blueprint stopped caring about floats vs doubles a while ago, and Verse won’t care either. It was a bit stupid of me to have exposed that to the user, so I’m fixing it.
  • Change How Camera Variables Drive Parameters (Cleanup): The way that Camera Variables and Rig Parameters evolved was a bit too organic, and as a result the two systems don’t play together as well as I’d like. So I’m removing the little “diamond” drop-down from the Camera Nodes’ Details View UI, and adding some “getter” nodes for Camera Variables. This way, if you want to drive some Camera Node property with something, it looks the same, whether it’s a Rig Parameter or a Variable: it’s a little “getter” node that plugs into the Camera Node.
  • Player Camera Manager Support (Bug Fixing/Cleanup): There’s a bunch of little things to fix and cleanup for projects where GPC is running directly inside the Player Camera Manager.
  • A Look at Performance: The system needs another optimization pass, since the last one I did was a couple of versions ago.
  • Documentation: Yep, I guess I need to write some, because nobody else will?

Most of the work outlined above is in an experimental branch and will be merged in the main branch when I’m done with it. Expect force-pushes and churn in the experimental branch, so don’t use it for anything important. Or even don’t use it at all.

When?

Sponsorships and ad-hoc technical support are open right now, so register now or spread the word! And as mentioned before, the plugin is available right now, with a few new fixes.

Please be patient while I’m figuring all this out, from Stripe payments to taxes to integrating and tagging Github Issues semi-automatically and so on. If you have any problem or concern, contact me directly!

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One response to “UE Gameplay Cameras Revived”

  1. […] its development and getting technical support for it! All the information can be found at my company’s website. And yes, my company is called “Brutal Baguette”. Bonus points if you catch the […]

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