Getting Started
Install the Cinematic Spline Tool plugin, place your first spline path, and set up a basic flythrough in UE5.
Installation
As a Plugin (Recommended)
- Copy the
Plugins/CinematicSplineTool/folder into your Unreal Engine project'sPlugins/directory. - Open your project in UE 5.7.
- Go to Edit > Plugins, search for "Cinematic Spline Tool", and verify it is enabled.
- Restart the editor if prompted.
From the Source Project
- Open
CinematicSplineTool.uprojectdirectly in UE 5.7. - The plugin is already configured and enabled.
Quick Start
Step 1: Place a Cinematic Spline Path
- In the Place Actors panel, search for "Cinematic Spline Path".
- Drag it into your level.
- Select the actor and edit the Spline Path component to shape your camera trajectory.
- Add spline points by Alt+clicking on the spline in the viewport.
Step 2: Configure Settings
In the Details panel, configure:
- Speed Mode: Choose between Constant Speed, Duration, or Speed Curve.
- Total Duration: Set how long the cinematic takes (for example, 5 seconds).
- Rotation Mode: Follow Spline Tangent or Look At Target.
Step 3: Add Optional Components (v2.0)
Add any combination of optional components for advanced behavior:
- Add Component > Cinematic Camera Collision -- Avoid geometry clipping
- Add Component > Cinematic Noise Shake -- Procedural handheld shake
- Add Component > Cinematic Camera Confiner -- Limit camera to a region
- Add Component > Cinematic Auto Dolly -- Track a moving target
- Add Component > Cinematic Group Framing -- Keep multiple targets in frame
- Add Component > Cinematic Crane Arm -- Crane/jib arm offset
All components are optional. They are auto-discovered and only execute when enabled. See Components for full details on each one.
Step 4: Preview
- Use the Preview Scrub slider in the "Cinematic Controls" section of the Details panel.
- Click Play to watch it in the editor viewport. No PIE required.
Step 5: Trigger at Runtime
Option A -- Auto-play on Begin Play:
Check Auto Play On Begin Play in the Movement settings.
Option B -- Blueprint call:
Call PlayCinematic() from any Blueprint or C++ code.
Option C -- Trigger volume:
- Add a
Cinematic Spline Triggercomponent to any actor in your level. - Set
Target Spline Pathto your Cinematic Spline Path actor. - Player walks in, cinematic plays.
See Sequences for details on trigger volumes and chaining multiple paths.
Editor Features
Cinematic Controls Panel
When you select a Cinematic Spline Path actor, the Details panel shows a "Cinematic Controls" section at the top with:
- Play / Pause / Stop / Reverse buttons for instant editor playback.
- Preview Scrub slider to drag through the cinematic timeline.
- Progress percentage display.
- Play State indicator (Stopped, Playing, Paused, Reversing).
- Spline Length readout in units and meters.
- Spline Point Count display.
- Add Point from Viewport button (v2.0).
- Clear and Capture button (v2.0).
Spline Presets
The Cinematic Presets section provides one-click preset buttons organized in three rows:
- Paths: Linear, S-Curve, Dolly, Flyover
- Orbits: 360 degree, 180 degree, 90 degree
- Cranes: Crane Up, Crane Down
Configure Preset Radius, Length, and Height before clicking to control the generated shape size.
| Preset | Shape | Best For |
|---|---|---|
| Linear | Straight line | Dolly shots, establishing shots, flythroughs |
| S-Curve | S-shaped curve | Tracking shots, hallway navigation, reveals |
| Dolly | Straight (forward/back) | Dolly zoom, push-in/pull-out shots |
| Flyover | High arc | Aerial establishing shots, overhead reveals |
| 360 degree | Full circle | Product showcase, character reveal, orbit |
| 180 degree | Half circle | Character introduction, scenic pan |
| 90 degree | Quarter circle | Subtle angle change, dialogue coverage |
| Crane Up | Ground to sky | Vertical reveals, skyscraper reveals |
| Crane Down | Sky to ground | Descending intro shots, landing sequences |
Debug Visualization
When a Cinematic Spline Path is selected in the viewport, you will see:
- Camera frustum indicators at regular intervals along the spline showing camera orientation.
- Direction arrows showing the travel direction.
- Look-at lines (dashed red) from camera positions to the look-at target (when using Look At mode).
- Progress indicator (orange dot) showing the current preview position.
- Collision probe sphere (green/red) showing collision avoidance radius (v2.0).
- Confiner bounds (yellow wireframe) showing the camera confinement region (v2.0).
- Crane arm lines (blue) showing arm from pivot to endpoint at sample points (v2.0).
Viewport Camera Capture (v2.0)
Capture the editor viewport camera position and rotation as spline points:
- Navigate the editor viewport to the exact camera angle you want.
- Click "Add Point from Viewport" in the Cinematic Controls section.
- Repeat for each camera position.
- The spline connects all captured viewpoints with smooth interpolation.
Use "Clear and Capture" to clear the existing spline and start fresh with the current viewport as the first point.
Next Steps
- Camera Modes -- Speed modes, rotation modes, FOV animation, dolly zoom, and post-process
- Filmback Presets -- Real-world camera sensor presets
- Components -- All optional components
- Examples -- Detailed step-by-step walkthroughs
Cinematic Spline Tool
Professional spline-based cinematic camera system for Unreal Engine 5.7 with collision avoidance, dolly zoom, noise shake, crane arms, filmback presets, and more.
Camera Modes and Features
Speed modes, rotation modes, FOV animation, depth of field, dolly zoom, post-process animation, camera blending, and actor attachment.