The “critical” death-state camera: when a player is critically hurt, the view darkens, pans to the killer, and shows a killcam. A separate variant covers the vehicle seats. The camera is built from character-modifier states, camera modifiers, curves and a post-process registry.
The cause query means the pan only runs when the killing cause is one of these. Other causes use the default camera. Note the tag ID.Item.ATMine uses ID where the other tags use Id. That is in the source and is kept as-is.
WDCameraModifier_PanToKillerVehicle: same panning states, curves, cause query and killcam as infantry
The vehicle variant uses tighter locks (30 degrees on both yaw and pitch, against 40 pitch on foot). The intent is inferred from the values.
5. How Values Combine
The critical state activates when State.Player.Vitality.Critical is set, and the pan modifier only fires for a matching cause.
CriticalFadeCurve and the 30-second FadeTime on the darken modifier control how the screen darkens. Priority 126 on the darken modifier is the highest priority in this set. Higher priority is assumed to win; not verified.
bOverrideExistingState is true, so this pack replaces any existing critical state of the same tag.
6. Still not pulled / limitations
Curve values. The four CurveFloat assets are present, but their key values were not extracted in this pass.
Offset units. The offsets are in the export’s native units (Unreal cm is assumed, not confirmed).
Post-process effect. The DT_AlternativeCriticalCamera registry has no rows in this export; the PostProcessEffect.DeathState.Killcam tag is resolved elsewhere.
See docs/CROSS_REFERENCE.md for the project-wide cross-reference index of where referenced assets are defined.
Critical trigger. What sets State.Player.Vitality.Critical is in the character systems, not this folder.