Show / Hide Table of Contents

Class PlayerCameraManager

A PlayerCameraManager is responsible for managing the camera for a particular player.

Inheritance
System.Object
UObject
Actor
PlayerCameraManager
Inherited Members
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 PlayerCameraManager : Actor
Remarks

It defines the final view properties used by other systems (e.g. the renderer), meaning you can think of it as your virtual eyeball in the world. It can compute the final camera properties directly, or it can arbitrate/blend between other objects or actors that influence the camera (e.g. blending from one CameraActor to another).

The PlayerCameraManagers primary external responsibility is to reliably respond to various Get*() functions, such as GetCameraViewPoint. Most everything else is implementation detail and overrideable by user projects.

By default, a PlayerCameraManager maintains a "view target", which is the primary actor the camera is associated with. It can also apply various "post" effects to the final view state, such as camera animations, shakes, post-process effects or special effects such as dirt on the lens.

@see https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Camera/

Properties

| Improve this Doc View Source

ActiveAnims

Array of camera anim instances that are currently playing and in-use

Declaration
public ObjectArrayField<CameraAnimInst> ActiveAnims { get; }
Property Value
Type Description
ObjectArrayField<CameraAnimInst>
| Improve this Doc View Source

AnimCameraActor

Internal. Receives the output of individual camera animations.

Declaration
public CameraActor AnimCameraActor { get; set; }
Property Value
Type Description
CameraActor
| Improve this Doc View Source

AnimInstPool

Internal pool of camera anim instance objects available for playing camera animations. Defines the max number of camera anims that can play simultaneously.

Declaration
public CameraAnimInst AnimInstPool { get; set; }
Property Value
Type Description
CameraAnimInst
| Improve this Doc View Source

bClientSimulatingViewTarget

Declaration
public bool bClientSimulatingViewTarget { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bDefaultConstrainAspectRatio

Declaration
public bool bDefaultConstrainAspectRatio { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bGameCameraCutThisFrame

Declaration
public bool bGameCameraCutThisFrame { get; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bIsOrthographic

Declaration
public bool bIsOrthographic { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bUseClientSideCameraUpdates

Declaration
public bool bUseClientSideCameraUpdates { get; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

CachedCameraShakeMod

Cached ref to modifier for code-driven screen shakes

Declaration
public CameraModifier_CameraShake CachedCameraShakeMod { get; set; }
Property Value
Type Description
CameraModifier_CameraShake
| Improve this Doc View Source

CameraCache

Camera Cache

Declaration
public CameraCacheEntry CameraCache { get; set; }
Property Value
Type Description
CameraCacheEntry
| Improve this Doc View Source

CameraCachePrivate

Cached camera properties.

Declaration
public CameraCacheEntry CameraCachePrivate { get; set; }
Property Value
Type Description
CameraCacheEntry
| Improve this Doc View Source

CameraLensEffects

CameraBlood emitter attached to this camera

Declaration
public ObjectArrayField<EmitterCameraLensEffectBase> CameraLensEffects { get; }
Property Value
Type Description
ObjectArrayField<EmitterCameraLensEffectBase>
| Improve this Doc View Source

DefaultAspectRatio

Default aspect ratio (used when a view target override the aspect ratio and bConstrainAspectRatio is set; most of the time the value from a camera component will be used instead)

Declaration
public float DefaultAspectRatio { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

DefaultFOV

FOV to use by default.

Declaration
public float DefaultFOV { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

DefaultModifiers

List of modifiers to create by default for this camera

Declaration
public ObjectArrayField<Class> DefaultModifiers { get; }
Property Value
Type Description
ObjectArrayField<Class>
| Improve this Doc View Source

DefaultObject

Get UE4 Default Object for this Class

Declaration
public static PlayerCameraManager DefaultObject { get; }
Property Value
Type Description
PlayerCameraManager
| Improve this Doc View Source

DefaultOrthoWidth

The default desired width (in world units) of the orthographic view (ignored in Perspective mode)

Declaration
public float DefaultOrthoWidth { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

FreeAnims

Array of camera anim instances that are not playing and available to be used.

Declaration
public ObjectArrayField<CameraAnimInst> FreeAnims { get; }
Property Value
Type Description
ObjectArrayField<CameraAnimInst>
| Improve this Doc View Source

FreeCamDistance

Distance to place free camera from view target (used in certain CameraStyles)

Declaration
public float FreeCamDistance { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

FreeCamOffset

Offset to Z free camera position (used in certain CameraStyles)

Declaration
public Vector FreeCamOffset { get; set; }
Property Value
Type Description
Vector
| Improve this Doc View Source

LastFrameCameraCache

Last Frame Camera Cache

Declaration
public CameraCacheEntry LastFrameCameraCache { get; set; }
Property Value
Type Description
CameraCacheEntry
| Improve this Doc View Source

LastFrameCameraCachePrivate

Cached camera properties, one frame old.

Declaration
public CameraCacheEntry LastFrameCameraCachePrivate { get; set; }
Property Value
Type Description
CameraCacheEntry
| Improve this Doc View Source

ModifierList

List of active camera modifier instances that have a chance to update the final camera POV

Declaration
public ObjectArrayField<CameraModifier> ModifierList { get; }
Property Value
Type Description
ObjectArrayField<CameraModifier>
| Improve this Doc View Source

PCOwner

PlayerController that owns this Camera actor

Declaration
public PlayerController PCOwner { get; set; }
Property Value
Type Description
PlayerController
| Improve this Doc View Source

PendingViewTarget

Pending view target for blending

Declaration
public TViewTarget PendingViewTarget { get; set; }
Property Value
Type Description
TViewTarget
| Improve this Doc View Source

StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
| Improve this Doc View Source

TransformComponent

Dummy component we can use to attach things to the camera.

Declaration
public SceneComponent TransformComponent { get; }
Property Value
Type Description
SceneComponent
| Improve this Doc View Source

ViewPitchMax

Maximum view pitch, in degrees.

Declaration
public float ViewPitchMax { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

ViewPitchMin

Minimum view pitch, in degrees.

Declaration
public float ViewPitchMin { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

ViewRollMax

Maximum view roll, in degrees.

Declaration
public float ViewRollMax { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

ViewRollMin

Minimum view roll, in degrees.

Declaration
public float ViewRollMin { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

ViewTarget

Current ViewTarget

Declaration
public TViewTarget ViewTarget { get; set; }
Property Value
Type Description
TViewTarget
| Improve this Doc View Source

ViewTargetOffset

Offset to view target (used in certain CameraStyles)

Declaration
public Vector ViewTargetOffset { get; set; }
Property Value
Type Description
Vector
| Improve this Doc View Source

ViewYawMax

Maximum view yaw, in degrees.

Declaration
public float ViewYawMax { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

ViewYawMin

Minimum view yaw, in degrees.

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

Methods

| Improve this Doc View Source

AddCameraLensEffect(SubclassOf<EmitterCameraLensEffectBase>)

Creates a camera lens effect of the given class on this camera.

Declaration
public EmitterCameraLensEffectBase AddCameraLensEffect(SubclassOf<EmitterCameraLensEffectBase> LensEffectEmitterClass)
Parameters
Type Name Description
SubclassOf<EmitterCameraLensEffectBase> LensEffectEmitterClass
Returns
Type Description
EmitterCameraLensEffectBase
Remarks

@param LensEffectEmitterClass - Class of lens effect emitter to create. @return Returns the new emitter actor.

| Improve this Doc View Source

AddNewCameraModifier(SubclassOf<CameraModifier>)

Creates and initializes a new camera modifier of the specified class.

Declaration
public CameraModifier AddNewCameraModifier(SubclassOf<CameraModifier> ModifierClass)
Parameters
Type Name Description
SubclassOf<CameraModifier> ModifierClass
Returns
Type Description
CameraModifier
Remarks

@param ModifierClass - The class of camera modifier to create. @return Returns the newly created camera modifier.

| Improve this Doc View Source

ClearCameraLensEffects()

Removes all camera lens effects.

Declaration
public void ClearCameraLensEffects()
| Improve this Doc View Source

FindCameraModifierByClass(SubclassOf<CameraModifier>)

Returns camera modifier for this camera of the given class, if it exists.

Declaration
public CameraModifier FindCameraModifierByClass(SubclassOf<CameraModifier> ModifierClass)
Parameters
Type Name Description
SubclassOf<CameraModifier> ModifierClass
Returns
Type Description
CameraModifier
Remarks

Exact class match only. If there are multiple modifiers of the same class, the first one is returned.

| Improve this Doc View Source

GetCameraLocation()

@return Returns camera's current location.

Declaration
public Vector GetCameraLocation()
Returns
Type Description
Vector
| Improve this Doc View Source

GetCameraRotation()

@return Returns camera's current rotation.

Declaration
public Rotator GetCameraRotation()
Returns
Type Description
Rotator
| Improve this Doc View Source

GetFOVAngle()

@return Returns the camera's current full FOV angle, in degrees.

Declaration
public float GetFOVAngle()
Returns
Type Description
System.Single
| Improve this Doc View Source

GetOwningPlayerController()

Returns the PlayerController that owns this camera.

Declaration
public PlayerController GetOwningPlayerController()
Returns
Type Description
PlayerController
| Improve this Doc View Source

New(UObject, Name)

Spawn an object of this class

Declaration
public static PlayerCameraManager New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
PlayerCameraManager
| Improve this Doc View Source

PlayCameraAnim(CameraAnim, Single, Single, Single, Single, Boolean, Boolean, Single, Byte, Rotator)

Play the indicated CameraAnim on this camera.

Declaration
public CameraAnimInst PlayCameraAnim(CameraAnim Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, byte PlaySpace, Rotator UserPlaySpaceRot)
Parameters
Type Name Description
CameraAnim Anim
System.Single Rate
System.Single Scale
System.Single BlendInTime
System.Single BlendOutTime
System.Boolean bLoop
System.Boolean bRandomStartTime
System.Single Duration
System.Byte PlaySpace
Rotator UserPlaySpaceRot
Returns
Type Description
CameraAnimInst
Remarks

@param Anim The animation that should play on this instance. @param Rate How fast to play the animation. 1.0 is normal. @param Scale How "intense" to play the animation. 1.0 is normal. @param BlendInTime Time to linearly ramp in. @param BlendOutTime Time to linearly ramp out. @param bLoop True to loop the animation if it hits the end. @param bRandomStartTime Whether or not to choose a random time to start playing. Useful with bLoop=true and a duration to randomize things like shakes. @param Duration Optional total playtime for this animation, including blends. 0 means to use animations natural duration, or infinite if looping. @param PlaySpace Which space to play the animation in. @param UserPlaySpaceRot Custom play space, used when PlaySpace is UserDefined. @return The CameraAnim instance, which can be stored to manipulate/stop the anim after the fact.

| Improve this Doc View Source

PlayCameraShake(SubclassOf<CameraShake>, Single, Byte, Rotator)

Plays a camera shake on this camera.

Declaration
public CameraShake PlayCameraShake(SubclassOf<CameraShake> ShakeClass, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot)
Parameters
Type Name Description
SubclassOf<CameraShake> ShakeClass
System.Single Scale
System.Byte PlaySpace
Rotator UserPlaySpaceRot
Returns
Type Description
CameraShake
Remarks

@param Shake - The class of camera shake to play. @param Scale - Scalar defining how "intense" to play the shake. 1.0 is normal (as authored). @param PlaySpace - Which coordinate system to play the shake in (affects oscillations and camera anims) @param UserPlaySpaceRot - Coordinate system to play shake when PlaySpace == CAPS_UserDefined.

| Improve this Doc View Source

RemoveCameraLensEffect(EmitterCameraLensEffectBase)

Removes the given lens effect from the camera.

Declaration
public void RemoveCameraLensEffect(EmitterCameraLensEffectBase Emitter)
Parameters
Type Name Description
EmitterCameraLensEffectBase Emitter
Remarks

@param Emitter - the emitter actor to remove from the camera

| Improve this Doc View Source

RemoveCameraModifier(CameraModifier)

Removes the given camera modifier from this camera (if it's on the camera in the first place) and discards it.

Declaration
public bool RemoveCameraModifier(CameraModifier ModifierToRemove)
Parameters
Type Name Description
CameraModifier ModifierToRemove
Returns
Type Description
System.Boolean
Remarks

@return True if successfully removed, false otherwise.

| Improve this Doc View Source

SetManualCameraFade(Single, LinearColor, Boolean)

Turns on camera fading at the given opacity.

Declaration
public void SetManualCameraFade(float InFadeAmount, LinearColor Color, bool bInFadeAudio)
Parameters
Type Name Description
System.Single InFadeAmount
LinearColor Color
System.Boolean bInFadeAudio
Remarks

Does not auto-animate, allowing user to animate themselves. Call StopCameraFade to turn fading back off.

| Improve this Doc View Source

StartCameraFade(Single, Single, Single, LinearColor, Boolean, Boolean)

Does a camera fade to/from a solid color.

Declaration
public void StartCameraFade(float FromAlpha, float ToAlpha, float Duration, LinearColor Color, bool bShouldFadeAudio, bool bHoldWhenFinished)
Parameters
Type Name Description
System.Single FromAlpha
System.Single ToAlpha
System.Single Duration
LinearColor Color
System.Boolean bShouldFadeAudio
System.Boolean bHoldWhenFinished
Remarks

Animates automatically. @param FromAlpha - Alpha at which to begin the fade. Range [0..1], where 0 is fully transparent and 1 is fully opaque solid color. @param ToAlpha - Alpha at which to finish the fade. @param Duration - How long the fade should take, in seconds. @param Color - Color to fade to/from. @param bShouldFadeAudio - True to fade audio volume along with the alpha of the solid color. @param bHoldWhenFinished - True for fade to hold at the ToAlpha until explicitly stopped (e.g. with StopCameraFade)

| Improve this Doc View Source

StopAllCameraAnims(Boolean)

Stop playing all CameraAnims on this CameraManager.

Declaration
public void StopAllCameraAnims(bool bImmediate)
Parameters
Type Name Description
System.Boolean bImmediate
Remarks

@param bImmediate True to stop it right now and ignore blend out, false to let it blend out as indicated.

| Improve this Doc View Source

StopAllCameraShakes(Boolean)

Stops all active camera shakes on this camera.

Declaration
public void StopAllCameraShakes(bool bImmediately)
Parameters
Type Name Description
System.Boolean bImmediately
| Improve this Doc View Source

StopAllInstancesOfCameraAnim(CameraAnim, Boolean)

Stop playing all instances of the indicated CameraAnim.

Declaration
public void StopAllInstancesOfCameraAnim(CameraAnim Anim, bool bImmediate)
Parameters
Type Name Description
CameraAnim Anim
System.Boolean bImmediate
Remarks

@param bImmediate True to stop it right now and ignore blend out, false to let it blend out as indicated.

| Improve this Doc View Source

StopAllInstancesOfCameraShake(SubclassOf<CameraShake>, Boolean)

Stops playing CameraShake of the given class.

Declaration
public void StopAllInstancesOfCameraShake(SubclassOf<CameraShake> Shake, bool bImmediately)
Parameters
Type Name Description
SubclassOf<CameraShake> Shake
System.Boolean bImmediately
| Improve this Doc View Source

StopCameraAnimInst(CameraAnimInst, Boolean)

Stops the given CameraAnimInst from playing.

Declaration
public void StopCameraAnimInst(CameraAnimInst AnimInst, bool bImmediate)
Parameters
Type Name Description
CameraAnimInst AnimInst
System.Boolean bImmediate
Remarks

The given pointer should be considered invalid after this. @param bImmediate True to stop it right now and ignore blend out, false to let it blend out as indicated.

| Improve this Doc View Source

StopCameraFade()

Stops camera fading.

Declaration
public void StopCameraFade()
| Improve this Doc View Source

StopCameraShake(CameraShake, Boolean)

Immediately stops the given shake instance and invalidates it.

Declaration
public void StopCameraShake(CameraShake ShakeInstance, bool bImmediately)
Parameters
Type Name Description
CameraShake ShakeInstance
System.Boolean bImmediately

Events

| Improve this Doc View Source

BlueprintUpdateCamera

Blueprint hook to allow blueprints to override existing camera behavior or implement custom cameras.

Declaration
public event PlayerCameraManager.BlueprintUpdateCamera_delegate BlueprintUpdateCamera
Event Type
Type Description
PlayerCameraManager.BlueprintUpdateCamera_delegate
Remarks

If this function returns true, we will use the given returned values and skip further calculations to determine final camera POV.

| Improve this Doc View Source

OnPhotographyMultiPartCaptureEnd

Event triggered upon the end of a multi-part photograph capture, when manual free-roaming photographic camera control is about to be returned to the user.

Declaration
public event PlayerCameraManager.OnPhotographyMultiPartCaptureEnd_delegate OnPhotographyMultiPartCaptureEnd
Event Type
Type Description
PlayerCameraManager.OnPhotographyMultiPartCaptureEnd_delegate
Remarks

Here you may re-enable whatever was turned off within OnPhotographyMultiPartCaptureStart.

| Improve this Doc View Source

OnPhotographyMultiPartCaptureStart

Event triggered upon the start of a multi-part photograph capture (i.

Declaration
public event PlayerCameraManager.OnPhotographyMultiPartCaptureStart_delegate OnPhotographyMultiPartCaptureStart
Event Type
Type Description
PlayerCameraManager.OnPhotographyMultiPartCaptureStart_delegate
Remarks

e. a stereoscopic or 360-degree shot). This is an ideal time to turn off rendering effects that tile badly (UI, subtitles, vignette, very aggressive bloom, etc; most of these are automatically disabled when r.Photography.AutoPostprocess is 1).

| Improve this Doc View Source

OnPhotographySessionEnd

Event triggered upon leaving Photography mode (after unpausing, if r.

Declaration
public event PlayerCameraManager.OnPhotographySessionEnd_delegate OnPhotographySessionEnd
Event Type
Type Description
PlayerCameraManager.OnPhotographySessionEnd_delegate
Remarks

Photography.AutoPause is 1).

| Improve this Doc View Source

OnPhotographySessionStart

Event triggered upon entering Photography mode (before pausing, if r.

Declaration
public event PlayerCameraManager.OnPhotographySessionStart_delegate OnPhotographySessionStart
Event Type
Type Description
PlayerCameraManager.OnPhotographySessionStart_delegate
Remarks

Photography.AutoPause is 1).

| Improve this Doc View Source

PhotographyCameraModify

Implementable blueprint hook to allow a PlayerCameraManager subclass to constrain or otherwise modify the camera during free-camera photography.

Declaration
public event PlayerCameraManager.PhotographyCameraModify_delegate PhotographyCameraModify
Event Type
Type Description
PlayerCameraManager.PhotographyCameraModify_delegate
Remarks

For example, a blueprint may wish to limit the distance from the camera's original point, or forbid the camera from passing through walls. NewCameraLocation contains the proposed new camera location. PreviousCameraLocation contains the camera location in the previous frame. OriginalCameraLocation contains the camera location before the game was put into photography mode. Return ResultCameraLocation as modified according to your constraints.

Operators

| Improve this Doc View Source

Implicit(IntPtr to PlayerCameraManager)

Convert from IntPtr to UObject

Declaration
public static implicit operator PlayerCameraManager(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
PlayerCameraManager
  • Improve this Doc
  • View Source
Back to top Generated by DocFX