UE Gameplay Cameras: The Basic Design

This is the seventh post in my developer diary for the Unreal Engine camera system. Since the last post was a super high level view of what the system is supposed to be, I figured I would just go down one step for this article and share some notes about the general design. This might be particularly useful since the official Unreal Engine documentation doesn’t usually cover “experimental” plugins, and we’re probably one release away from upgrading GPC to “beta”.