UDK – Third Person Camera

Note: I’m not sure how to enable a third person camera that stays from that perspective when you respawn but i’ll update this page as and when. For now…

UPDATE: A note on how to enable continuous third person camera (even after dying) has been added at the bottom of the page.

1. Create a new map on UDK. After loading up UDK go to File > New Level and pick one of the preset lighting conditions. You can do this on a level without lighting or a preexisting level but this is for example purposes. Once the Editor has finished loading, go to the toolbar at the top and click View > World Properties.


2. In World Properties, scroll down to the Game Type submenu. Click on it to reveal the drop down menu and click on the selection box next to Default Game Type before selecting utgame and clicking the X in the World Properties window.


3. Now open up Kismet by clicking on the green K icon in the toolbar at the top, next to the Content Browser icon. In the Kismet window, right click and select New Event > Level Loaded.



4. Still in the Kismet window, right click and select New Action > Misc > Console Command.


5. Still in the Kismet window, right click and select New Variable > Player > Player.


Note: The icons/nodes you make in Kismet can be moved around as a group by left click + dragging, although if you want to move a specific “node” then Ctrl + Left Click + Drag to move it indepently of the other nodes in the sequence. It’s not essential with only 3 nodes but as actions in Kismet get more complex it can help to have them organized to better keep track of what’s going on if you need to edit anything.

6. Now connect the nodes as shown in the picture below. Just left click and drag to the relevant node. This should mean that when the level is loaded, visible and has begun, an action will be performed that will affect all players (although this can be changed to only affect certain players).


7. Select the Console Command node and in the properties window (in the bottom left of the Kismet window) select Seq Act Console Command and then Commands. A line should appear beneath commands, enabling you to add your first command to the Console Command node. Click in the box for 0 (or whatever you have it called) and t ype “behindview”.


8. Now close the Kismet window and in the toolbar at the top go to Build > All. This can take a few minutes depending on several factors including your lighting, how many objects have been added, whether you have light shafts and various other effects enabled, the quality of the lighting and mainly the speed of your CPU. If you don’t have a crazily powerful computer there’s no point in rebuilding the Lighting after every new lightsource has been added, although performance in the Editor is often worse until the lighting has been calculated.


9. Finally, click on Play in the toolbar and then Play on PC. Everything should work and once the game has loaded up you should be greeted with a sight something like the picture below. I’m not sure how to adjust the perspective of the third person camera (in terms of distance from the player character etc) but that may be something I add in this tutorial of a Third Person Camera tweaks.



UPDATE: To enable a third person camera that stays in effect even after the player has died, remove the Level Loaded node from Kismet and replace it with New Event > Player > Player Spawned. In the Player Spawned properties window be sure to select Max Trigger Count and set it to 0 (counted as infinite). You will have to rebuild AI Paths but this should work!


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