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Class CameraShake

A CameraShake is an asset that defines how to shake the camera in a particular way.

Inheritance
System.Object
UObject
CameraShake
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class CameraShake : UObject
Remarks

CameraShakes can be authored as either oscillating shakes, animated shakes, or both.

An oscillating shake will sinusoidally vibrate various camera parameters over time. Each location and rotation axis can be oscillated independently with different parameters to create complex and random-feeling shakes. These are easier to author and tweak, but can still feel mechanical and are limited to vibration-style shakes, such as earthquakes.

Animated shakes play keyframed camera animations. These can take more effort to author, but enable more natural-feeling results and things like directional shakes. For instance, you can have an explosion to the camera's right push it primarily to the left.

Properties

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Anim

Source camera animation to play. Can be null.

Declaration
public CameraAnim Anim { get; set; }
Property Value
Type Description
CameraAnim
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AnimBlendInTime

Linear blend-in time.

Declaration
public float AnimBlendInTime { get; set; }
Property Value
Type Description
System.Single
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AnimBlendOutTime

Linear blend-out time.

Declaration
public float AnimBlendOutTime { get; set; }
Property Value
Type Description
System.Single
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AnimInst

The playing instance of the CameraAnim-based shake, if any.

Declaration
public CameraAnimInst AnimInst { get; }
Property Value
Type Description
CameraAnimInst
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AnimPlayRate

Scalar defining how fast to play the anim.

Declaration
public float AnimPlayRate { get; set; }
Property Value
Type Description
System.Single
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AnimScale

Scalar defining how "intense" to play the anim.

Declaration
public float AnimScale { get; set; }
Property Value
Type Description
System.Single
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bRandomAnimSegment

Declaration
public bool bRandomAnimSegment { get; set; }
Property Value
Type Description
System.Boolean
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bSingleInstance

Declaration
public bool bSingleInstance { get; set; }
Property Value
Type Description
System.Boolean
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CameraOwner

Camera Owner

Declaration
public PlayerCameraManager CameraOwner { get; }
Property Value
Type Description
PlayerCameraManager
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static CameraShake DefaultObject { get; }
Property Value
Type Description
CameraShake
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FOVOscillation

FOV oscillation

Declaration
public FOscillator FOVOscillation { get; set; }
Property Value
Type Description
FOscillator
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LocOscillation

Positional oscillation

Declaration
public VOscillator LocOscillation { get; set; }
Property Value
Type Description
VOscillator
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OscillationBlendInTime

Duration of the blend-in, where the oscillation scales from 0 to 1.

Declaration
public float OscillationBlendInTime { get; set; }
Property Value
Type Description
System.Single
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OscillationBlendOutTime

Duration of the blend-out, where the oscillation scales from 1 to 0.

Declaration
public float OscillationBlendOutTime { get; set; }
Property Value
Type Description
System.Single
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OscillationDuration

Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation.

Declaration
public float OscillationDuration { get; set; }
Property Value
Type Description
System.Single
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OscillatorTimeRemaining

Time remaining for oscillation shakes. Less than 0.f means shake infinitely.

Declaration
public float OscillatorTimeRemaining { get; }
Property Value
Type Description
System.Single
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RandomAnimSegmentDuration

When bRandomAnimSegment is true, this defines how long the anim should play.

Declaration
public float RandomAnimSegmentDuration { get; set; }
Property Value
Type Description
System.Single
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RotOscillation

Rotational oscillation

Declaration
public ROscillator RotOscillation { get; set; }
Property Value
Type Description
ROscillator
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ShakeScale

Overall intensity scale for this shake instance.

Declaration
public float ShakeScale { get; set; }
Property Value
Type Description
System.Single
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static CameraShake New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
CameraShake

Events

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BlueprintUpdateCameraShake

Called every tick to let the shake modify the point of view

Declaration
public event CameraShake.BlueprintUpdateCameraShake_delegate BlueprintUpdateCameraShake
Event Type
Type Description
CameraShake.BlueprintUpdateCameraShake_delegate
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ReceiveIsFinished

Called to allow a shake to decide when it's finished playing.

Declaration
public event CameraShake.ReceiveIsFinished_delegate ReceiveIsFinished
Event Type
Type Description
CameraShake.ReceiveIsFinished_delegate
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ReceivePlayShake

Called when the shake starts playing

Declaration
public event CameraShake.ReceivePlayShake_delegate ReceivePlayShake
Event Type
Type Description
CameraShake.ReceivePlayShake_delegate
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ReceiveStopShake

Called when the shake is explicitly stopped.

Declaration
public event CameraShake.ReceiveStopShake_delegate ReceiveStopShake
Event Type
Type Description
CameraShake.ReceiveStopShake_delegate
Remarks

@param bImmediatly If true, shake stops right away regardless of blend out settings. If false, shake may blend out according to its settings.

Operators

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Implicit(IntPtr to CameraShake)

Convert from IntPtr to UObject

Declaration
public static implicit operator CameraShake(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
CameraShake
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