
Black Eye Cameras
123 posts

Black Eye Cameras
@Black_Eye_Tech
A very powerful camera system for the Unreal Engine


Black Eye 2.0 is getting close. A huge leap forward for cameras in Unreal: • New Orbit / Freelook gameplay camera • New Black Eye Panel • Camera Manager, priorities + blend matrix • Trigger volumes, gameplay events + animation hooks • Through-the-lens blending • Save in Play Free upgrade for all current 1.x users. Price goes up at release.

Zion's 360 Tomahawk in Chi-town... Ja with the fierce Reverse in Venice... Ant with the 720 in Philly... What other dunks do you want to see in NBA THE RUN? Wishlist now at NBATHERUN.com. VO by the legendary @koolboblove.

[v0.2.3] first big ship, a heavy cruiser, is now playable with new blue engine vfx Also, cool news: i fully integrated the amazing @Black_Eye_Tech camera system into the ship’s player controller! With this tech, your view as the player flows across the game, with smoother transitions and adaptive camera states for any number of in-game events Firing broadside vs a spinal mount railgun vs chasing down a corvette… they all need different and dynamic camera views for maximum effect and immersion for the player. Black Eye Camera will allow for this! The technology will also be integrated into a cinematic movie mode (like empire at war’s!) and other stuff. It’s great! I’m excited to share more over the days and weeks ahead. Thanks for reading, and the support!

Black Eye 2.0: <60s to build a cinematic trigger. Volume → call camera → frame player + POI → custom blend in/out. And that’s only ~10% of what’s coming.

Thanks to our incredible community, Fab’s library tripled, its publisher base doubled and publishers earned $24M in 2025. 🚀 🧵











@martin_casado It'll be ready tomorrow. I didn't know Unreal doesn't have a native plugin for 3DGS! It looks like that's required to bring in the glb with texture.







