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Class DebugCameraController

Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules.

Inheritance
System.Object
UObject
Actor
Controller
PlayerController
DebugCameraController
Inherited Members
PlayerController.ActivateTouchInterface(TouchInterface)
PlayerController.AddPitchInput(Single)
PlayerController.AddRollInput(Single)
PlayerController.AddYawInput(Single)
PlayerController.CanRestartPlayer()
PlayerController.ClearAudioListenerAttenuationOverride()
PlayerController.ClearAudioListenerOverride()
PlayerController.ClientClearCameraLensEffects()
PlayerController.ClientPlayCameraAnim(CameraAnim, Single, Single, Single, Single, Boolean, Boolean, Byte, Rotator)
PlayerController.ClientPlayCameraShake(SubclassOf<CameraShake>, Single, Byte, Rotator)
PlayerController.ClientPlayForceFeedback(ForceFeedbackEffect, Boolean, Boolean, Name)
PlayerController.ClientSetHUD(SubclassOf<HUD>)
PlayerController.ClientSpawnCameraLensEffect(SubclassOf<EmitterCameraLensEffectBase>)
PlayerController.ClientStopCameraShake(SubclassOf<CameraShake>, Boolean)
PlayerController.ClientStopForceFeedback(ForceFeedbackEffect, Name)
PlayerController.DeprojectMousePositionToWorld()
PlayerController.DeprojectScreenPositionToWorld(Single, Single)
PlayerController.GetFocalLocation()
PlayerController.GetHitResultUnderCursor(Byte, Boolean)
PlayerController.GetHitResultUnderCursorByChannel(Byte, Boolean)
PlayerController.GetHitResultUnderCursorForObjects(Byte, Boolean)
PlayerController.GetHitResultUnderFinger(Byte, Byte, Boolean)
PlayerController.GetHitResultUnderFingerByChannel(Byte, Byte, Boolean)
PlayerController.GetHitResultUnderFingerForObjects(Byte, Byte, Boolean)
PlayerController.GetHUD()
PlayerController.GetInputAnalogKeyState(Key)
PlayerController.GetInputAnalogStickState(Byte)
PlayerController.GetInputKeyTimeDown(Key)
PlayerController.GetInputMotionState()
PlayerController.GetInputMouseDelta()
PlayerController.GetInputTouchState(Byte)
PlayerController.GetInputVectorKeyState(Key)
PlayerController.GetMousePosition()
PlayerController.GetSpectatorPawn()
PlayerController.GetViewportSize()
PlayerController.IsInputKeyDown(Key)
PlayerController.PlayDynamicForceFeedback(Single, Single, Boolean, Boolean, Boolean, Boolean, Byte, LatentActionInfo)
PlayerController.PlayHapticEffect(HapticFeedbackEffect_Base, EControllerHand, Single, Boolean)
PlayerController.ProjectWorldLocationToScreen(Vector, Boolean)
PlayerController.SetAudioListenerAttenuationOverride(SceneComponent, Vector)
PlayerController.SetAudioListenerOverride(SceneComponent, Vector, Rotator)
PlayerController.SetCinematicMode(Boolean, Boolean, Boolean, Boolean, Boolean)
PlayerController.SetControllerLightColor(Color)
PlayerController.SetDisableHaptics(Boolean)
PlayerController.SetHapticsByValue(Single, Single, EControllerHand)
PlayerController.SetMouseCursorWidget(Byte, UserWidget)
PlayerController.SetMouseLocation(Int32, Int32)
PlayerController.SetViewTargetWithBlend(Actor, Single, Byte, Single, Boolean)
PlayerController.SetVirtualJoystickVisibility(Boolean)
PlayerController.StopHapticEffect(EControllerHand)
PlayerController.WasInputKeyJustPressed(Key)
PlayerController.WasInputKeyJustReleased(Key)
PlayerController.Player
PlayerController.AcknowledgedPawn
PlayerController.ControllingDirTrackInst
PlayerController.MyHUD
PlayerController.PlayerCameraManager
PlayerController.PlayerCameraManagerClass
PlayerController.bAutoManageActiveCameraTarget
PlayerController.TargetViewRotation
PlayerController.SmoothTargetViewRotationSpeed
PlayerController.HiddenActors
PlayerController.LastSpectatorStateSynchTime
PlayerController.LastSpectatorSyncLocation
PlayerController.LastSpectatorSyncRotation
PlayerController.ClientCap
PlayerController.CheatManager
PlayerController.CheatClass
PlayerController.PlayerInput
PlayerController.bPlayerIsWaiting
PlayerController.NetPlayerIndex
PlayerController.PendingSwapConnection
PlayerController.NetConnection
PlayerController.InputYawScale
PlayerController.InputPitchScale
PlayerController.InputRollScale
PlayerController.bShowMouseCursor
PlayerController.bEnableClickEvents
PlayerController.bEnableTouchEvents
PlayerController.bEnableMouseOverEvents
PlayerController.bEnableTouchOverEvents
PlayerController.bForceFeedbackEnabled
PlayerController.ForceFeedbackScale
PlayerController.DefaultMouseCursor
PlayerController.CurrentMouseCursor
PlayerController.DefaultClickTraceChannel
PlayerController.CurrentClickTraceChannel
PlayerController.HitResultTraceDistance
PlayerController.InactiveStateInputComponent
PlayerController.bShouldPerformFullTickWhenPaused
PlayerController.CurrentTouchInterface
PlayerController.SpectatorPawn
PlayerController.bIsLocalPlayerController
PlayerController.SpawnLocation
Controller.ReceiveInstigatedAnyDamage
Controller.CastToPlayerController()
Controller.GetControlRotation()
Controller.GetDesiredRotation()
Controller.GetViewTarget()
Controller.IsLocalController()
Controller.IsLocalPlayerController()
Controller.IsLookInputIgnored()
Controller.IsMoveInputIgnored()
Controller.IsPlayerController()
Controller.K2_GetPawn()
Controller.LineOfSightTo(Actor, Vector, Boolean)
Controller.Possess(Pawn)
Controller.ResetIgnoreInputFlags()
Controller.ResetIgnoreLookInput()
Controller.ResetIgnoreMoveInput()
Controller.SetControlRotation(Rotator)
Controller.SetIgnoreLookInput(Boolean)
Controller.SetIgnoreMoveInput(Boolean)
Controller.SetInitialLocationAndRotation(Vector, Rotator)
Controller.StopMovement()
Controller.UnPossess()
Controller.PlayerState
Controller.StateName
Controller.Pawn
Controller.Character
Controller.TransformComponent
Controller.ControlRotation
Controller.bAttachToPawn
Controller.bIsPlayerController
Actor.K2_OnBecomeViewTarget
Actor.K2_OnEndViewTarget
Actor.K2_OnReset
Actor.ReceiveActorBeginCursorOver
Actor.ReceiveActorBeginOverlap
Actor.ReceiveActorEndCursorOver
Actor.ReceiveActorEndOverlap
Actor.ReceiveActorOnClicked
Actor.ReceiveActorOnInputTouchBegin
Actor.ReceiveActorOnInputTouchEnd
Actor.ReceiveActorOnInputTouchEnter
Actor.ReceiveActorOnInputTouchLeave
Actor.ReceiveActorOnReleased
Actor.ReceiveAnyDamage
Actor.ReceiveBeginPlay
Actor.ReceiveDestroyed
Actor.ReceiveEndPlay
Actor.ReceiveHit
Actor.ReceivePointDamage
Actor.ReceiveRadialDamage
Actor.ReceiveTick
Actor.UserConstructionScript
Actor.ActorHasTag(Name)
Actor.AddComponent(Name, Boolean, Transform, UObject)
Actor.AddTickPrerequisiteActor(Actor)
Actor.AddTickPrerequisiteComponent(ActorComponent)
Actor.DetachRootComponentFromParent(Boolean)
Actor.DisableInput(PlayerController)
Actor.EnableInput(PlayerController)
Actor.FlushNetDormancy()
Actor.ForceNetUpdate()
Actor.GetActorBounds(Boolean)
Actor.GetActorEnableCollision()
Actor.GetActorEyesViewPoint()
Actor.GetActorForwardVector()
Actor.GetActorLabel()
Actor.GetActorRelativeScale3D()
Actor.GetActorRightVector()
Actor.GetActorScale3D()
Actor.GetActorTickInterval()
Actor.GetActorTimeDilation()
Actor.GetActorUpVector()
Actor.GetAllChildActors(Boolean)
Actor.GetAttachedActors()
Actor.GetAttachParentActor()
Actor.GetAttachParentSocketName()
Actor.GetComponentByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByTag(SubclassOf<ActorComponent>, Name)
Actor.GetDistanceTo(Actor)
Actor.GetDotProductTo(Actor)
Actor.GetFolderPath(Name)
Actor.GetGameTimeSinceCreation()
Actor.GetHorizontalDistanceTo(Actor)
Actor.GetHorizontalDotProductTo(Actor)
Actor.GetInputAxisKeyValue(Key)
Actor.GetInputAxisValue(Name)
Actor.GetInputVectorAxisValue(Key)
Actor.GetInstigator()
Actor.GetInstigatorController()
Actor.GetLifeSpan()
Actor.GetLocalRole()
Actor.GetOverlappingActors(SubclassOf<Actor>)
Actor.GetOverlappingComponents()
Actor.GetOwner()
Actor.GetParentActor()
Actor.GetParentComponent()
Actor.GetRemoteRole()
Actor.GetSquaredDistanceTo(Actor)
Actor.GetTickableWhenPaused()
Actor.GetTransform()
Actor.GetVelocity()
Actor.GetVerticalDistanceTo(Actor)
Actor.HasAuthority()
Actor.IsActorBeingDestroyed()
Actor.IsActorTickEnabled()
Actor.IsChildActor()
Actor.IsEditable()
Actor.IsHiddenEd()
Actor.IsHiddenEdAtStartup()
Actor.IsOverlappingActor(Actor)
Actor.IsSelectable()
Actor.IsTemporarilyHiddenInEditor(Boolean)
Actor.K2_AddActorLocalOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorLocalRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorLocalTransform(Transform, Boolean, Boolean)
Actor.K2_AddActorWorldOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorWorldRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorWorldTransform(Transform, Boolean, Boolean)
Actor.K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)
Actor.K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)
Actor.K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_DestroyActor()
Actor.K2_DestroyComponent(ActorComponent)
Actor.K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)
Actor.K2_GetActorLocation()
Actor.K2_GetActorRotation()
Actor.K2_GetRootComponent()
Actor.K2_SetActorLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeTransform(Transform, Boolean, Boolean)
Actor.K2_SetActorRotation(Rotator, Boolean)
Actor.K2_SetActorTransform(Transform, Boolean, Boolean)
Actor.K2_TeleportTo(Vector, Rotator)
Actor.MakeMIDForMaterial(MaterialInterface)
Actor.MakeNoise(Single, Pawn, Vector, Single, Name)
Actor.PrestreamTextures(Single, Boolean, Int32)
Actor.RemoveTickPrerequisiteActor(Actor)
Actor.RemoveTickPrerequisiteComponent(ActorComponent)
Actor.SetActorEnableCollision(Boolean)
Actor.SetActorHiddenInGame(Boolean)
Actor.SetActorLabel(String, Boolean)
Actor.SetActorRelativeScale3D(Vector)
Actor.SetActorScale3D(Vector)
Actor.SetActorTickEnabled(Boolean)
Actor.SetActorTickInterval(Single)
Actor.SetFolderPath(Name)
Actor.SetIsTemporarilyHiddenInEditor(Boolean)
Actor.SetLifeSpan(Single)
Actor.SetNetDormancy(Byte)
Actor.SetOwner(Actor)
Actor.SetReplicateMovement(Boolean)
Actor.SetReplicates(Boolean)
Actor.SetTickableWhenPaused(Boolean)
Actor.SetTickGroup(Byte)
Actor.SnapRootComponentTo(Actor, Name)
Actor.TearOff()
Actor.WasRecentlyRendered(Single)
Actor.PrimaryActorTick
Actor.bHidden
Actor.bNetTemporary
Actor.bNetStartup
Actor.bOnlyRelevantToOwner
Actor.bAlwaysRelevant
Actor.bReplicateMovement
Actor.bTearOff
Actor.bExchangedRoles
Actor.bNetLoadOnClient
Actor.bNetUseOwnerRelevancy
Actor.bRelevantForNetworkReplays
Actor.bReplayRewindable
Actor.bAllowTickBeforeBeginPlay
Actor.bAutoDestroyWhenFinished
Actor.bBlockInput
Actor.bCanBeDamaged
Actor.bCollideWhenPlacing
Actor.bFindCameraComponentWhenViewTarget
Actor.bGenerateOverlapEventsDuringLevelStreaming
Actor.bIgnoresOriginShifting
Actor.bEnableAutoLODGeneration
Actor.bIsEditorOnlyActor
Actor.bActorSeamlessTraveled
Actor.bReplicates
Actor.bCanBeInCluster
Actor.bAllowReceiveTickEventOnDedicatedServer
Actor.bActorEnableCollision
Actor.bActorIsBeingDestroyed
Actor.RemoteRole
Actor.ReplicatedMovement
Actor.InitialLifeSpan
Actor.CustomTimeDilation
Actor.AttachmentReplication
Actor.Owner
Actor.NetDriverName
Actor.Role
Actor.NetDormancy
Actor.AutoReceiveInput
Actor.InputPriority
Actor.InputComponent
Actor.NetCullDistanceSquared
Actor.NetTag
Actor.NetUpdateFrequency
Actor.MinNetUpdateFrequency
Actor.NetPriority
Actor.Instigator
Actor.Children
Actor.RootComponent
Actor.PivotOffset
Actor.ControllingMatineeActors
Actor.GroupActor
Actor.SpriteScale
Actor.FolderPath
Actor.bHiddenEd
Actor.bIsEditorPreviewActor
Actor.bHiddenEdLayer
Actor.bHiddenEdLevel
Actor.bLockLocation
Actor.bActorLabelEditable
Actor.bEditable
Actor.bListedInSceneOutliner
Actor.bHiddenEdTemporary
Actor.InstanceComponents
Actor.BlueprintCreatedComponents
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 DebugCameraController : PlayerController
Remarks

To turn it on, please press Alt+C or both (left and right) analogs on XBox pad, or use the "ToggleDebugCamera" console command. Check the debug camera bindings in DefaultPawn.cpp for the camera controls.

Properties

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bIsFrozenRendering

Declaration
public bool bIsFrozenRendering { get; set; }
Property Value
Type Description
System.Boolean
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bShowSelectedInfo

Declaration
public bool bShowSelectedInfo { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static DebugCameraController DefaultObject { get; }
Property Value
Type Description
DebugCameraController
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DrawFrustum

@todo document

Declaration
public DrawFrustumComponent DrawFrustum { get; set; }
Property Value
Type Description
DrawFrustumComponent
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InitialAccel

Initial acceleration of the spectator pawn when we start possession.

Declaration
public float InitialAccel { get; }
Property Value
Type Description
System.Single
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InitialDecel

Initial deceleration of the spectator pawn when we start possession.

Declaration
public float InitialDecel { get; }
Property Value
Type Description
System.Single
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InitialMaxSpeed

Initial max speed of the spectator pawn when we start possession.

Declaration
public float InitialMaxSpeed { get; }
Property Value
Type Description
System.Single
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SpeedScale

Allows control over the speed of the spectator pawn. This scales the speed based on the InitialMaxSpeed. Use Set Pawn Movement Speed Scale during runtime

Declaration
public float SpeedScale { get; }
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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GetSelectedActor()

Get Selected Actor

Declaration
public Actor GetSelectedActor()
Returns
Type Description
Actor
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New(UObject, Name)

Spawn an object of this class

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

Sets the pawn movement speed scale.

Declaration
public void SetPawnMovementSpeedScale(float NewSpeedScale)
Parameters
Type Name Description
System.Single NewSpeedScale
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ToggleDisplay()

Toggles the display of debug info and input commands for the Debug Camera.

Declaration
public void ToggleDisplay()

Events

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ReceiveOnActivate

Function called on activation of debug camera controller.

Declaration
public event DebugCameraController.ReceiveOnActivate_delegate ReceiveOnActivate
Event Type
Type Description
DebugCameraController.ReceiveOnActivate_delegate
Remarks

@param OriginalPC The active player controller before this debug camera controller was possessed by the player.

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ReceiveOnActorSelected

Called when an actor has been selected with the primary key (e.

Declaration
public event DebugCameraController.ReceiveOnActorSelected_delegate ReceiveOnActorSelected
Event Type
Type Description
DebugCameraController.ReceiveOnActorSelected_delegate
Remarks

g. left mouse button).

The selection trace starts from the center of the debug camera's view.

@param SelectHitLocation The exact world-space location where the selection trace hit the New Selected Actor. @param SelectHitNormal The world-space surface normal of the New Selected Actor at the hit location.

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ReceiveOnDeactivate

Function called on deactivation of debug camera controller.

Declaration
public event DebugCameraController.ReceiveOnDeactivate_delegate ReceiveOnDeactivate
Event Type
Type Description
DebugCameraController.ReceiveOnDeactivate_delegate
Remarks

@param RestoredPC The Player Controller that the player input is being returned to.

Operators

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Implicit(IntPtr to DebugCameraController)

Convert from IntPtr to UObject

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