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Class SpringArmComponent

This component tries to maintain its children at a fixed distance from the parent, but will retract the children if there is a collision, and spring back when there is no collision.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
SpringArmComponent
Inherited Members
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
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 SpringArmComponent : SceneComponent
Remarks

Example: Use as a 'camera boom' to keep the follow camera for a player from colliding into the world.

Properties

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bDoCollisionTest

Declaration
public bool bDoCollisionTest { get; set; }
Property Value
Type Description
System.Boolean
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bDrawDebugLagMarkers

Declaration
public bool bDrawDebugLagMarkers { get; set; }
Property Value
Type Description
System.Boolean
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bEnableCameraLag

Declaration
public bool bEnableCameraLag { get; set; }
Property Value
Type Description
System.Boolean
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bEnableCameraRotationLag

Declaration
public bool bEnableCameraRotationLag { get; set; }
Property Value
Type Description
System.Boolean
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bInheritPitch

Declaration
public bool bInheritPitch { get; set; }
Property Value
Type Description
System.Boolean
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bInheritRoll

Declaration
public bool bInheritRoll { get; set; }
Property Value
Type Description
System.Boolean
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bInheritYaw

Declaration
public bool bInheritYaw { get; set; }
Property Value
Type Description
System.Boolean
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bUseCameraLagSubstepping

Declaration
public bool bUseCameraLagSubstepping { get; set; }
Property Value
Type Description
System.Boolean
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bUsePawnControlRotation

Declaration
public bool bUsePawnControlRotation { get; set; }
Property Value
Type Description
System.Boolean
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CameraLagMaxDistance

Max distance the camera target may lag behind the current location. If set to zero, no max distance is enforced.

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

Max time step used when sub-stepping camera lag.

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

If bEnableCameraLag is true, controls how quickly camera reaches target position. Low values are slower (more lag), high values are faster (less lag), while zero is instant (no lag).

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

If bEnableCameraRotationLag is true, controls how quickly camera reaches target position. Low values are slower (more lag), high values are faster (less lag), while zero is instant (no lag).

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

Get UE4 Default Object for this Class

Declaration
public static SpringArmComponent DefaultObject { get; }
Property Value
Type Description
SpringArmComponent
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ProbeChannel

Collision channel of the query probe (defaults to ECC_Camera)

Declaration
public byte ProbeChannel { get; set; }
Property Value
Type Description
System.Byte
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ProbeSize

How big should the query probe sphere be (in unreal units)

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

offset at end of spring arm; use this instead of the relative offset of the attached component to ensure the line trace works as desired

Declaration
public Vector SocketOffset { get; set; }
Property Value
Type Description
Vector
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StaticClass

Get UE4 Class

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

Natural length of the spring arm when there are no collisions

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

Offset at start of spring, applied in world space. Use this if you want a world-space offset from the parent component instead of the usual relative-space offset.

Declaration
public Vector TargetOffset { get; set; }
Property Value
Type Description
Vector

Methods

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GetTargetRotation()

Get the target rotation we inherit, used as the base target for the boom rotation.

Declaration
public Rotator GetTargetRotation()
Returns
Type Description
Rotator
Remarks

This is derived from attachment to our parent and considering the UsePawnControlRotation and absolute rotation flags.

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GetUnfixedCameraPosition()

Get the position where the camera should be without applying the Collision Test displacement

Declaration
public Vector GetUnfixedCameraPosition()
Returns
Type Description
Vector
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IsCollisionFixApplied()

Is the Collision Test displacement being applied?

Declaration
public bool IsCollisionFixApplied()
Returns
Type Description
System.Boolean
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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to SpringArmComponent)

Convert from IntPtr to UObject

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