Session 19 Summary: Camera Shake with Blueprints in
Unreal Engine 5.6
๐งฐ Project Setup
- Downloaded
camera settings add files for camerashakes.zip from Patreon.
- Extracted
and placed files in:
- Maps/Main
→ module_7.umap
- Sequences/Main
→ module_7.asset
- Sequences
→ camera_rig_shots folder
- Opened
camera_settings project in Unreal Engine 5.6 and loaded
camera_rig_shots_root.
๐ฌ Creating the Handheld
Camera Shots
- Shot
5 (0050_01) was edited using two cameras:
- cu_tray
(focused on male character)
- cu_zeva
(focused on female character)
- Animated
both cameras using manual transform keyframes from:
- 0–5s
→ camera panning movement on cu_tray
- 5–10s
→ close-in shot on cu_zeva
๐ฅ Focus Target Setup
- Used
Focus Tracker Actors:
- focus_tray
moved to correct bone (tray_bone_1)
- Enabled
continuous focus during camera animation
๐️ Creating and Applying
Camera Shake
Available Camera shakes
1.
Composite Camera Shake Pattern
2.
Perlin Noise Camera Shake Pattern
3.
Sequence Camera Shake Pattern
4.
Wave Oscillator Camera Shake Pattern
- Created
new Blueprint Class from CameraShakeBase:
- Named
my_own_camera_shake
- Used
Perlin Noise Shake Pattern
- Set
duration = -1 for infinite shake
- Applied
to cu_tray camera via the + Camera Shake track
๐ Adding Alternate Shake
Types
- Duplicated
my_own_camera_shake → my_own_camera_shake_2
- Changed
to Wave Oscillator Shake Pattern
- Applied
to cu_zeva camera with same infinite duration
๐ Using Predefined Shake
Blueprints
- Used
5 pre-existing shakes:
- Handheld_Subtle
- Handheld_Mid
- Others
recompiled and saved
- Replaced
custom shakes with:
- Handheld_Subtle
on cu_tray
- Handheld_Mid
on cu_zeva
- Added
Crane_Shake to Shot 0040_01 for crane movement realism
๐ Key Learnings
- Camera
Shake is added via Blueprint Classes.
- Blueprint
exposes runtime properties like motion, focus, animations, etc.
- Shakes
can simulate real-world handheld imperfections or camera rig wobble.
๐ What’s Next
- Next
session will cover Color Grading and LUTs (Look-Up Tables) in Unreal
Engine 5.6.