// 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). NewPos := Lerp(CurrentPos, DesiredPosition, DeltaTime * 5.0) // Apply the new position. Camera.Set Location(NewPos) // 3. THE MAIN LOOP // This runs every frame (like every tick of the storm timer). Run := func(): loop: // Get the current location of our target (the player). TargetLoc := Target.Location() // Get the DeltaTime. This is the time between the last frame and this one. // Think of this as "how much time passed since the last loot drop?" // It ensures the camera moves at the same speed regardless of FPS. DeltaTime := Get Delta Time() // Move the camera to follow the target. // We need a reference to the camera itself. In UEFN, the script // is attached to the camera device, so we use 'Self' or a reference. // For this simple example, we assume the script controls the camera it's attached to. // Note: In actual UEFN Verse, you often use 'Camera' component from the device. // Here we simplify: The script *is* the camera controller. // Move the camera (assuming 'Self' refers to the camera device instance) // In real UEFN, you'd call the camera component's movement function. // Let's use a standard device method for clarity: Self.Set Location(Lerp(Self.Get Location(), TargetLoc + vector(0, -200, 500), DeltaTime * 5.0)) // Wait for the next frame. Wait(0)