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Introduction

How you spawn the camera tablet significantly impacts player engagement. The best integrations make the tablet feel native to your game—something that belongs naturally in your world rather than an external tool.
Games using in-game object spawning see 5x more camera activity and videos created compared to menu-based spawning.

Spawning Methods

Place the tablet spawn directly in the game scene rather than hiding it behind menus. Benefits:
  • Players discover it naturally
  • Always visible and accessible
  • Feels like part of the game world
  • Maximum engagement
Implementation:
UCLASS()
class ATabletSpawner : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere)
    TSubclassOf<ALCKTablet> TabletClass;

    UPROPERTY(EditAnywhere)
    UStaticMeshComponent* SpawnerMesh;

protected:
    virtual void BeginPlay() override
    {
        Super::BeginPlay();

        // Spawn tablet at predetermined location
        ALCKTablet* Tablet = GetWorld()->SpawnActor<ALCKTablet>(
            TabletClass,
            SpawnTransform
        );

        // Parent to spawner for organized scene
        Tablet->AttachToActor(this, FAttachmentTransformRules::KeepWorldTransform);
    }
};

Real-World Examples

Gorilla Tag

Integration Style: Wall-mounted spawnerThe tablet is placed on a wall near the cosmetics station. Players pull it directly from the wall. The design matches the game’s unique art style.Key Takeaways:
  • Strategic placement near popular areas
  • Art style matches game aesthetic
  • Natural grab interaction

UNDERDOGS

Integration Style: Mech cockpit integrationThe tablet is integrated into the mech UI. It feels like a custom-built tool for the game world, allowing players to stay immersed while creating content.Key Takeaways:
  • Deep integration with game UI
  • Thematic customization
  • Immersion preserved

Spawning Patterns

Static World Placement

Place the tablet at fixed locations in your game world.
// Place in level blueprint or spawner actor
void ALevelBlueprint::BeginPlay()
{
    FVector SpawnLocation = GetTabletSpawnPoint();
    FRotator SpawnRotation = GetTabletSpawnRotation();

    GetWorld()->SpawnActor<ALCKTablet>(
        TabletClass,
        SpawnLocation,
        SpawnRotation
    );
}
Best For:
  • Lobby/hub areas
  • Menu rooms
  • Consistent spawn points

Customizing Tablet Appearance

Make the tablet match your game’s art direction:
Create a custom tablet mesh that fits your game:
// In your custom tablet blueprint or subclass
UPROPERTY(EditAnywhere, Category = "Appearance")
UStaticMesh* CustomTabletMesh;

void AMyCustomTablet::BeginPlay()
{
    Super::BeginPlay();

    // Replace default mesh
    TabletMeshComponent->SetStaticMesh(CustomTabletMesh);
}
Add game-themed decorations:
// Steampunk camera example
UPROPERTY(EditAnywhere)
UStaticMesh* GearsMesh;

UPROPERTY(EditAnywhere)
UStaticMesh* BrassTrimMesh;

void AMyCustomTablet::BeginPlay()
{
    // Add decorative meshes
    AddDecorationMesh(GearsMesh, FVector(0, 0, 10));
    AddDecorationMesh(BrassTrimMesh, FVector(0, 5, 0));
}
Apply themed materials to the tablet:
// Load and apply custom materials
UMaterialInstance* ThemeMaterial = LoadObject<UMaterialInstance>(
    nullptr,
    TEXT("/Game/Materials/MI_Tablet_Steampunk")
);

TabletMeshComponent->SetMaterial(0, ThemeMaterial);

What Doesn’t Work

Avoid these common mistakes that reduce camera usage:
ApproachProblem
Hidden in submenusPlayers never find it
Spawn only in specific locationsLimits when players can record
Complex gesture requirementsFrustrating to activate
Tiny spawn buttonHard to interact with
No visual indicationPlayers don’t know it exists

Communication

Once you’ve decided on your spawning method, communicate it clearly to players:
  1. In-game tutorial - Show how to access the camera
  2. Visual indicator - Make the spawn point obvious
  3. Loading screen tips - Remind players about the feature
  4. Menu option - Include in settings even if not primary method

Event-Based Spawning

For games where the camera should only be available at certain times:
void AGameMode::OnBattleComplete()
{
    // Spawn camera for replay capture
    FVector ReplaySpawnLoc = GetReplaySpawnLocation();

    ALCKTablet* Tablet = GetWorld()->SpawnActor<ALCKTablet>(
        TabletClass,
        ReplaySpawnLoc,
        FRotator::ZeroRotator
    );

    // Auto-destroy after period
    Tablet->SetLifeSpan(120.0f);  // 2 minutes
}
While event-based spawning can be fun, it shouldn’t be the ONLY way to access the camera. For maximum engagement, the camera should be available anywhere, anytime.

See Also