What problem does it solve? Building cameras in Unreal Engine involves many competing systems—Camera Components, Spring Arms, PlayerCameraManager, the Experimental Gameplay Camera System, and Sequencer—and without a clear ownership model they fight over the final point of view, causing jitter, clipping, and broken cinematic handoffs. ## Core Features & Use Cases - Architecture Selection: Choose between Camera Component + Spring Arm, PlayerCameraManager, the Experimental Gameplay Camera System, or Cine Camera Actor + Sequencer based on the camera's gameplay job. - Gameplay Camera Tuning: Configure follow/orbit, aim, and lock-on cameras with collision, lag, FOV, modifiers, and camera shakes in a stable ordered stack. - Cinematic Authoring: Build shots with Cine Camera Actors, Camera Cut Tracks, Camera Rig Rail/Crane, lens and focus controls, and explicit gameplay-to-cinematic handoff rules. - Use Case: A third-person camera clips through walls and jitters after network corrections. Use this Skill to diagnose the Spring Arm collision channel and probe size, reset accumulated lag on teleport, and verify the fix at multiple frame rates. ## Quick Start Use the unreal-camera-cinematics skill to design a third-person follow camera with collision, aim state blending, and a Sequencer intro cutscene that returns control to gameplay.