# Apply Spray To Camera

The **Apply Spray To Camera** node rotates a camera transform by the current spray offset. Use it after [First Person Camera Control](first-person-camera-control.md) when you want visible camera kick without changing the base camera that drives the rest of the rig.

## Usage

1. Add **Apply Spray To Camera** after [First Person Camera Control](first-person-camera-control.md).
2. Connect the base camera output to **Transform**.
3. Feed in the same [Spray Settings](spray.md?id=spray-settings) used by [Apply Spray To Target](apply-spray-to-target.md) if you want the weapon and camera to stay in sync.
4. Use **Weight** if you want this camera branch to be weaker or stronger than the shared spray settings alone.
5. Connect **Adjusted Transform** to [First Person View](first-person-view.md).

Recommended first-person split:

```
Aiming branch:
First Person Camera Control → First Person Aim Target → Apply Spray To Target → Aim Weapon

Camera branch:
First Person Camera Control → Apply Spray To Camera → First Person View
```

That keeps visible camera recoil on its own branch, which is usually what you want in first-person rigs.

## Output Pins

| Pin | Type | Description |
|-----|------|-------------|
| Adjusted Transform | Transform | Output transform with spray rotation applied |

## Input Pins

| Pin | Type | Description |
|-----|------|-------------|
| Transform | Transform | Transform to rotate in <span class="fr-term" tabindex="0" data-tooltip-key="global-space">global space</span> |
| Spray | [Spray Settings](spray.md?id=spray-settings) | Spray settings to apply |
| Smoothing | [Smoothing Settings](smoothing.md) | Optional visual smoothing for the spray rotation |
| Weight | float | Extra blend weight on this node, on top of **Spray.Weight** |

## Notes

- Use this on the camera branch only.
- Use [Apply Spray To Target](apply-spray-to-target.md) when the weapon or muzzle should follow the same spray.
- Feed both spray nodes the same shared spray settings if you want them to match.
- The node only rotates the incoming transform. It does not change translation.
- If this node's **Weight** is zero, or if the current spray resolves to no offset, the output stays equal to the input transform.

For the full spray reference, including spray modes, the spray pattern asset editor, and Blueprint helpers, see [Spray](spray.md).
