Fixed Angle Camera

The is a Device in Fortnite: Creative, added in Update v28.00.
Important: Some settings on this device do not have a limit such as Deadzone Height, and the Boundary settings. It's always important to preview your camera before publishing to avoid unwanted effects.
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|-|Settings=
==All Settings==
All default values have been Bolded.
Option 	Value 	Description
Creative Preview 	Start 	Toggle a preview in Live Edit.
Priority 	0, 1 - 20,000 	When multiple cameras are added to a player, the one with the highest priority is considered "Active".
Add to Players on Start	On, Off 	Automatically remove from the player, upon elimination.
Enabled During Phase 	None, Always, Gameplay Only	Determines the game phases during which the device will be enabled. Pre-Game includes all phases prior to the Game starting (the waiting for players lobby on Featured Islands and the Game Start Countdown).
Option 	Value 	Description
Field Of View 	80.0°­, 20.0° - 120.0° 	Determines the degrees on the vertical (Y) axis the camera can view.
Distance 	1200.0 cm, 0.0 cm - 100,000.0 cm	The distance the camera is pulled back from its target.
Angle Pitch 	 	
Rotate the camera around the player, up and down.	 	
Angle Yaw 	0.0°, -180.0° - 180.0° 	Rotate the camera around the player, left and right.
Offset X 	0.0 cm, Pick a number 	Move the camera, offsetting the view target. A positive value shifts the view target forward (relative to the device), while a negative value shifts it back.
Offset Y 	0.0 cm, Pick a number 	Move the camera, offsetting the view target. A positive value shifts the view target left (relative to the device), while a negative value shifts it right.
Offset Z 	0.0 cm, Pick a number 	Move the camera, offsetting the view target. A positive value shifts the view target down (relative to the device), while a negative value shifts it up.
Horizontal Speed 	10.0 m/s, Pick a number 	The speed that the camera moves on the (X,Y) axis to frame the target.
Vertical Speed 	10.0 m/s, Pick a number 	The speed that the camera moves on the (Z) axis to frame the target.
Option 	Value 	Description
Transition in Priority 	0.0, Pick a number 	The camera transition is determined by the highest priority, comparing the "Out Priority" of the current camera to the "In Priority" of the destination camera
Transition in Type 	Linear, Ease-In, Ease-Out, Ease-In-Out	Determines how the camera behaves, when activating.
Transition in Time 	0.2s, 0.0s - 3.0s 	Determines the time in seconds used to transition to align with this camera, when activating.
Transition Out Priority	0.0, Pick a number 	The camera transition is determined by the highest priority, comparing the "Out Priority" of the current camera to the "In Priority" of the destination camera
Transition Out Type 	Linear, Ease-In, Ease-Out, Ease-In-Out	Determines how the camera behaves, when deactivating.
Transition Out Time 	0.2s, 0.0s - 3.0s 	Determines the time in seconds used to align with the destination camera, when deactivating.
Option 	Value 	Description
Boom Collision 	On, Off 	The behavior that occurs when something in the world obscures the camera's target.
Collision Type 	Instant, Predictive, Transparency	Determines the camera's response to the boom colliding with the environment.
Collision In Time 	0.5 s, 0.0 s - 5.0 s 	The speed that the camera pulls in, when using Predictive Collision on the Boom.
Collision Out Time 	0.5 s, 0.0 s - 5.0 s 	The speed that the camera pulls out, to reach the ideal distance.
Collision Transparency	0.4, 0.0 - 1.0 	Determines how opaque objects are, when they break line of sight to your character. A value of 0 is completely transparent, when 1 is completely opaque.
Collision Size 	0.5m, 	The radius measured along the boom, used to determine object penetration.
Collision Cutout Size 	100.0, 	Determines how large an area the renderer cuts out, allowing you to more clearly see the player when used with Transparency.
Option 	Value 	Description
Boundary 	On, Off 	If enabled, the camera will not cross over the specified axis. Each axis can be toggled and offset independently.
Boundary Preview	On, Off 	Determines whether the boundary can be seen, when in Edit Mode.
Boundary X Min 	Off, 0.0cm - Pick a number	If enabled, this value determines the farthest back the camera will move on the device's X axis
Boundary Y Min 	Off, 0.0cm - Pick a number	If enabled, this value determines the farthest back the camera will move on the device's Y axis
Boundary Z Min 	Off, 0.0cm - Pick a number	If enabled, this value determines the farthest back the camera will move on the device's Z axis
Boundary X Min 	Off, 0.0cm - Pick a number	If enabled, this value determines the farthest forward the camera will move on the device's X axis
Boundary Y Max 	Off, 0.0cm - Pick a number	If enabled, this value determines the farthest forward the camera will move on the device's Y axis
Boundary Z Max 	Off, 0.0cm - Pick a number	If enabled, this value determines the farthest forward the camera will move on the device's Z axis
Option 	Value 	Description
Deadzone 	On, Off 	If enabled, the camera will not cross over the specified axis. Each axis can be toggled and offset independently.
Deadzone Type 	Sphere, Cylinder, Rectangle	Determines the shape used to from the deadzone. The player may run around in the specified area, without affecting the camera.
Deadzone Height 	0.0 cm, Pick a number 	Determines the distance the player can move from the look-at point, moving up or down.
Deadzone Diameter	100.0 cm, Pick a number 	Determines the distance the player can move from the look-at point.
Deadzone Width 	100.0 cm, Pick a number 	Determines the distance the player can move from the look-at point, moving left or right.
Deadzone Depth 	100.0 cm, Pick a number 	Determines the distance the player can move from the look-at point, moving toward or away from the camera.
Option 	Value 	Description
Affects Team 	Any, Team 1 - Team 100 	Determines which Teams can be affected by the device.
Invert Team 	On, Off 	If False, only the selected Team is affected by the device. If True, all teams except the selected Team are affected by the device.
Affects Class	No Class, Any, Class 1 - Class 16	Determines which Classes can be affected by the device.
Invert Class 	On, Off 	If False, only the selected Class is affected by the device. If True, all teams except the selected Class are affected by the device.
Option 	Value 	Description
Preview Device Color	#2D68FF, Pick a Color	Change the device's color.
Preview Mannequin 	On, Off 	If enabled, preview a mannequin at the device's location.
|-|Functions and Events=
==Functions and Events==
Option 	Description
Enable When Receiving From 	Enables the device. A camera connected to an enabled device may activate on players it's assigned to.
Disable When Receiving From 	Disables the device. A camera connected to a disabled device will not be active on any player.
Add to Player When Receiving From 	Adds the camera to the instigating Player, activating if the highest priority.
Remove from Player When Receiving From	Removes the camera from the instigating Player.
Add to All When Receiving From 	Adds the camera to all Players, activating if the highest priority.
Remove from All When Receiving From 	Removes the camera from all Players.
No settings to display
|-|UEFN=
==gameplay_camera_fixed_angle_device class==
using { /Fortnite.com/Devices }
Option 	Description
creative_object 	Base class for creative devices and props.
creative_device_base 	Base class for creative_device.
gameplay_camera_device	Used to update the camera’s current viewpoint and rotation based on current camera mode.
This class has no data members
Option 	Parameters 	Description
Enable 	 	Enables this device.
Disable 	 	Disables this device.
AddTo 	Agent:agent	Adds the camera to the Agent’s camera stack and pushes it to be the active camera.
AddToAll 	 	Adds the camera to all Agents camera stacks and pushes it to be the active camera.
RemoveFrom 	Agent:agent	Removes the camera from the Agent’s camera stack and pops from being the active camera replacing it with the next one in the stack.
RemoveFromAll	 	Removes the camera from all Agents camera stacks and pops from being the active camera replacing it with the next one in the stack.
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Category:Devices
Category:UEFN
Category:Creative
Category:VerseAPI