Quick Start
By the end of this page your pawn has a CrimsonCamera that follows it in third-person, driven by a camera mode you create - no per-frame camera code.
CrimsonCamera is installed, and you have a Pawn / Character and a PlayerController you can edit (Blueprint or C++).1. Enable the plugin
Open Edit -> Plugins, type Crimson in the search box, tick CrimsonCamera's checkbox, and restart the editor when prompted. The editor also enables the Gameplay Targeting System dependency. For a Blueprint project that's the entire install - you never hand-edit the .uproject or any .Build.cs.
2. Use the Crimson camera manager
ACrimsonPlayerCameraManager routes the view through the mode stack. Point your PlayerController at it by setting Player Camera Manager Class (a property on every PlayerController).
Open your PlayerController Blueprint -> Class Defaults -> Player Controller category -> set Player Camera Manager Class to CrimsonPlayerCameraManager. There are no graph nodes in this step - it is one class-default value, and the controller spawns the manager for you.
CrimsonPlayerCameraManager (Blueprint) or your constructor sets it (C++).3. Add the camera component to your pawn
UCrimsonCameraComponent lives on the Pawn / Character and owns the mode stack.
Open your Pawn / Character Blueprint -> Components panel -> + Add -> type Crimson Camera -> pick Crimson Camera Component, and drop it on the root. No spring arm is needed: the active camera mode produces the boom itself.
4. Create a third-person camera mode
A camera mode is a class you configure once. Make a Blueprint subclass of UCrimsonCameraMode_ThirdPerson and set its pitch-driven offset curves (or start from the defaults).
In the Content Browser, right-click empty space -> Crimson Plugins -> Camera -> Camera Modes -> Camera Mode - Third Person, and name it (for example BP_ThirdPersonMode). Open it: the Details panel groups everything under Third Person (TargetOffsetCurve, or tick bUseRuntimeFloatCurves to author TargetOffsetX / TargetOffsetY / TargetOffsetZ as pitch-driven curves instead), Collision, Blending (CameraTypeTag, BlendTime), and View (FieldOfView, ViewPitchMin / ViewPitchMax). The defaults are already a working third-person camera, so you can leave them alone for now.
5. Make the mode active
Push your mode onto the stack so it drives the view. Push Camera Mode is Blueprint- and C++-callable and needs an owner tag (any gameplay tag that identifies who pushed it). One push on BeginPlay is enough for a single base camera.
On your pawn: Event BeginPlay -> Get Crimson Camera Component (drag the component in from My Blueprint -> Components) -> Push Camera Mode (Camera Mode Class = the mode you just made, Owner Tag = a tag such as Camera.Mode.Default). One push is enough - the mode stays on the override stack until something pops that same tag.