// We are defining a script that will run on the Camera Device.
// Think of this as the "Brain" of the camera.
IsometricCamera = script():
// 1. DEFINE THE TARGET
// This is the "Look-At Target." In Fortnite terms, this is the actor
// the camera is obsessed with following.
Target := struct():
Actor: Actor
// We need to know where the target is in the world.
// 'Get Actor Location' is like asking "Where is the Storm Center?"
// but for a specific player.
Location: () -> vector
// 2. DEFINE THE CAMERA MOVEMENT
// This function moves the camera.
// 'Lerp' (Linear Interpolation) is like a healing potion.
// It doesn't jump from 0 HP to 100 HP instantly. It fills the bar smoothly.
// Here, it smooths the camera movement so it doesn't jitter.
MoveCamera := func(Camera: Camera, TargetLoc: vector, DeltaTime: float):
// Calculate where the camera *should* be based on the target.
// We want the camera to be behind and above the target.
DesiredPosition := TargetLoc + vector(0, 0, 500) // 500 units up
DesiredPosition := DesiredPosition + vector(0, -200, 0) // 200 units back
// Move the camera towards DesiredPosition smoothly.
// The camera's current position is 'Camera.Get Location'.
// We blend between current and desired based on time.
CurrentPos := Camera.Get Location()
// Simple smoothing: move 10% of the way there every frame.
// (In a real game, you'd use a proper Lerp function, but this illustrates the concept).
Verse Library
verse
01 Standalone
Smoothly positions and tracks a camera behind and above a target actor using linear interpolation.
verse-library/using-fixed-angle-camera-devices-in-fortnite-creative/01-standalone.verse
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