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UGameplayStatics::GetPlayerCameraManager

function Engine Blueprint Since 4.0
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticBlueprintPure

Description

Returns the APlayerCameraManager for the player controller at the given index. The camera manager controls view targets, camera shakes, and post-process effects applied per-player.

Caveats & Gotchas

  • Returns null for remote players on a client — only local player controllers have accessible camera managers on a given machine.
  • The camera manager is owned by the player controller and is only valid after the controller is fully spawned; calling this too early during level load may return null even for player index 0.
  • Modifying camera properties through the manager (e.g. AddNewCameraModifier) only affects the local view; it has no network replication.

Signature

static ENGINE_API class APlayerCameraManager* GetPlayerCameraManager(const UObject* WorldContextObject, int32 PlayerIndex);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to retrieve the world context.
PlayerIndex int32 Index in the player controller list (0 for the primary local player).

Return Type

APlayerCameraManager*

Example

Play a camera shake on the primary player C++
APlayerCameraManager* CamMgr = UGameplayStatics::GetPlayerCameraManager(this, 0);
if (CamMgr)
{
    CamMgr->StartCameraShake(UExplosionShake::StaticClass(), 1.0f);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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