What you're doing when you swap a standard camera for a Cine Camera
A Cine Camera in Unreal Engine 5 is a specialized camera actor designed for cinematic work. It gives you control over depth of field, motion blur, and exposure in ways that a standard Pawn or Character camera does not. When you replace a UE5 camera with a Cine Camera, you are removing the basic camera component from your actor and substituting a more feature-rich camera that ships with the engine.
The swap itself is straightforward: you delete the existing camera component, add a Cine Camera component in its place, and then tell your game or sequence to use that new component instead. The steps differ slightly depending on whether you are working in a level, a Blueprint, or a Cinematic Sequence, but the core principle is the same.
Key Takeaways
- A Cine Camera component replaces a standard Camera component and offers cinematic controls like depth of field, exposure, and motion blur built in.
- In a Blueprint, you remove the Camera component from the Details panel and add a Cine Camera component from the Add Component menu.
- In a Cinematic Sequence, you add a Cine Camera actor to the level, then assign it to the camera cut track in Sequencer.
- After adding the Cine Camera, you must set it as the active camera or assign it to your sequence so the engine knows which one to render.
- Cine Camera settings like focal length, aperture, and focus distance live in the Details panel under Cine Camera and Lens Settings.
Replacing a camera in a Blueprint actor
If you have a Blueprint with a standard Camera component—often called "Camera" or "CameraComponent"—you can swap it for a Cine Camera in the Blueprint editor. Open your Blueprint, go to the Components panel on the left, and find the Camera component in the hierarchy. Right-click it and select Delete.
With the camera removed, click the Add Component button, search for "Cine Camera", and select it. The Cine Camera component will now appear in your hierarchy. In the Details panel, you can when ready adjust Cine Camera settings: focal length (measured in millimeters), aperture (f-stop), focus distance, and whether depth of field is enabled. These settings persist when you compile and play.
If your Blueprint has code that references the old camera component by name—for example, GetCameraComponent()—you will need to update those references to point to the Cine Camera instead. Search your Blueprint for any nodes that call the old camera, and replace them with the new component name.
Swapping the camera in a Cinematic Sequence
For cinematics, you typically work inside Sequencer. If you already have a camera in your level and want to use a Cine Camera instead, the easiest path is to delete the old camera actor from the level, then add a new Cine Camera actor. Right-click in the Outliner, search for "Cine Camera Actor", and place it in the world.
Open Sequencer and locate the Camera Cuts track. If you do not have one, click the Track button and add a Camera Cuts track. Click the plus icon on the Camera Cuts track, choose the frame where you want the cut to happen, and select your Cine Camera actor from the dropdown. Sequencer will now render through that Cine Camera for the duration of the sequence or until the next camera cut.
You can keyframe Cine Camera properties directly in Sequencer. Select the Cine Camera in the Outliner, then in Sequencer click the plus icon next to the camera's track to add properties like Focal Length, Aperture, or Focus Distance. Keyframe these values at different points in your sequence to animate focus pulls, aperture changes, or zoom effects.
Setting the Cine Camera as active in play mode
If you are playing your level in the editor or packaged game and the camera is not rendering from the Cine Camera, you need to tell the engine which camera to use. In a Blueprint-based player character or pawn, make sure the Cine Camera component is set as the active camera. Select the Cine Camera component in the Details panel and check the box labeled "Use This Component as the Default Camera".
Alternatively, in your Blueprint's Event Graph, you can call the "Set View Target with Blend" node and pass in the actor that owns the Cine Camera. This smoothly transitions the player's view to that camera over a specified duration. If you are using a third-party camera system or custom code, verify that it is pointing to the Cine Camera component and not the old one.
Common issues when switching to a Cine Camera
The most frequent problem is that the camera appears to be in the wrong place or is not rendering at all. This usually means the Cine Camera component is not set as active, or the camera cut in Sequencer is not pointing to the right actor. Double-check the Camera Cuts track and confirm the correct Cine Camera is selected at the frame you are viewing.
Another issue is that depth of field or motion blur looks wrong or is not showing. Open the Details panel, find the Cine Camera section, and verify that "Enable Depth of Field" is checked. Also check that your project's rendering settings support these features—some post-process effects require specific quality settings or hardware capabilities. If you are in the editor, try switching the viewport to "Lit" mode and disabling any viewport post-process overrides.
If your old camera had custom code or Blueprint logic attached to it, that logic will not automatically transfer to the Cine Camera. You will need to manually move or rewrite those nodes to reference the new component. Search your Blueprint for any nodes mentioning the old camera name and update them.
Cine Camera settings you will want to adjust
Once your Cine Camera is in place, the Details panel holds the controls that make it cinematic. Under Cine Camera, you will find Focal Length (in millimeters—lower values are wider, higher values are more zoomed), Aperture (f-stop value, which affects depth of field blur), and Focus Distance (how far from the camera the sharp focus plane sits). Under Lens Settings, you can add lens distortion, vignetting, or chromatic aberration to match real-world camera behavior.
Motion Blur is controlled separately in the post-process volume or camera settings. If you want motion blur on your Cine Camera, make sure the post-process volume in your level has Motion Blur enabled, or enable it directly on the camera component if your project supports per-camera post-process.
Exposure is another key setting. You can set the camera to use automatic exposure (which adjusts based on scene brightness) or manual exposure (where you control the EV value directly). These settings live in the Details panel under Exposure or Post Process Settings, depending on your engine version.
When to use a Cine Camera instead of a standard camera
Use a Cine Camera whenever you need cinematic control: for cutscenes, trailers, marketing videos, or any sequence where you want to animate focus, aperture, or exposure. If you are building a first-person or third-person game where the player controls the camera in real time, a standard camera is usually simpler and more performant.
Cine Cameras are heavier on performance because they calculate depth of field and other effects. If you are targeting low-end hardware or mobile devices, test your frame rate before committing to Cine Cameras throughout your level. For most modern desktop and console projects, the performance cost is negligible.
Frequently Asked Questions
Can I animate a Cine Camera's position and rotation in Sequencer?
Yes. Select the Cine Camera actor in the Outliner, then in Sequencer click the plus icon next to its track to add Transform properties. Keyframe Location and Rotation at different frames to move and rotate the camera over time. You can also keyframe focal length and focus distance on the same track for combined camera and lens animation.
What is the difference between a Cine Camera and a regular camera?
A Cine Camera has built-in controls for depth of field, aperture, focal length, and exposure that are designed for cinematic work. A standard camera is simpler and lighter, with fewer controls. Cine Cameras are ideal for sequences and cinematics; standard cameras are better for gameplay where the player controls the view.
Why is my Cine Camera not showing depth of field?
Depth of field requires two things: the Cine Camera must have "Enable Depth of Field" checked in the Details panel, and your project's post-process settings must support it. Check that your viewport is in "Lit" mode and that no viewport post-process overrides are hiding the effect. If you are in a packaged game, verify that the quality settings are high enough to enable depth of field.
Do I need to delete the old camera before adding a Cine Camera?
You should delete the old camera to avoid confusion and to prevent the engine from trying to use both. If you leave both in place, make sure only the Cine Camera is set as active, or Sequencer will not render from the one you expect.
Can I use a Cine Camera in a multiplayer game?
Yes, but only for non-player cameras—cutscenes, spectator views, or cinematic moments. Player-controlled cameras should remain standard cameras for performance and responsiveness. You can switch to a Cine Camera for a cutscene and back to a standard camera when gameplay resumes.