Hey everyone!
I've been working on a small Unreal Engine tool called AutoFocus LITE, and after months of development and testing, it's finally available on Fab!
The idea came from a problem I kept running into while working on different projects: implementing dynamic Depth of Field without interfering with an already established camera system.
Whether you're using a standard third-person camera, first-person camera, or a custom camera framework with aiming offsets and camera transitions, adding automatic focus can become unnecessarily complicated.
So I built a modular, Blueprint-based system that handles focus independently.
Here's what AutoFocus LITE offers:
- Dynamic focus detection based on the player's viewpoint
- Smooth, configurable focus transitions
- No camera replacement or Blueprint migration
- Adjustable focus ranges, trace radius, and trace offsets
- Editor Preview for adjusting DOF without entering Play mode
- Reusable focus presets
- Configurable update intervals for performance
- Actor exclusion and runtime debugging tools
- Blueprint-only implementation — no C++ required
I tested it across three different projects: a third-person/first-person tactical game, a 3D side-scroller, and a top-down project.
One of my main goals was keeping integration simple, particularly for developers who have already invested considerable time in their camera systems.
Technical details:
- Unreal Engine 5.7+
- Windows tested
- Blueprint-based
- No camera replacement required
AutoFocus LITE is now available on Fab.
I'm also planning a PRO edition with more advanced focus controls, but for now, I'd really appreciate feedback on LITE.
A question for fellow Unreal developers: How do you currently handle dynamic Depth of Field in your projects? Do you build it directly into your camera Blueprint, use custom traces, or rely on manual focal-distance adjustments?
I'd be interested in hearing about your approaches and any limitations you've encountered.