- Setup your sequencer, add a camera (drag it from Outliner), and set up a camera pan/animation
- Add a CameraShakeBase Blueprint class
- William's suggestion is to open the blueprint, close it, and open it again so it just shows the data part of the blueprint.
- Set Camera Shake Pattern to Perlin Noise Camera Shake Pattern
- Set Timing > Duration to 0, so it wil shake the entire length of your video (infinitely). Otherwise the setting is in seconds.
- Try: Compile and apply the camera shake so far to your camera.
- Select the CameraComponent in the the Sequencer.
- Add a CameraShake track, and you should be able to choose the blueprint you just created.
- Check that the shake track stretches all the way to the end of the timeline.
- In the blueprint, set Rotation > Rotation Amplitude Multiplier to 1. You can set it to 10 as an experiment ;).
- Amplitude sets how big the shake is, Frequency sets how often the shake occurs.
- Starting point: Amplitude = 0.2, Frequency = 2.0
Pitch: Controls the camera shake up and down. Yaw: Controls the camera shake left and right.
- A pro tip is to have 2 camera shake actors stacked in the timeline.
- Use the first one for a baseline, gentle shake, and the second for more smaller "micro" shakes.