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
SpringArmComponent
Inherited Members
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)
Assembly: UE4DotNet.dll
Syntax
public class SpringArmComponent : SceneComponent
Properties
|
Improve this Doc
View Source
bDoCollisionTest
Declaration
public bool bDoCollisionTest { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
bDrawDebugLagMarkers
Declaration
public bool bDrawDebugLagMarkers { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
bEnableCameraLag
Declaration
public bool bEnableCameraLag { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
bEnableCameraRotationLag
Declaration
public bool bEnableCameraRotationLag { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
bInheritPitch
Declaration
public bool bInheritPitch { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
bInheritRoll
Declaration
public bool bInheritRoll { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
bInheritYaw
Declaration
public bool bInheritYaw { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
bUseCameraLagSubstepping
Declaration
public bool bUseCameraLagSubstepping { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
bUsePawnControlRotation
Declaration
public bool bUsePawnControlRotation { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
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 |
|
|
Improve this Doc
View Source
CameraLagMaxTimeStep
Max time step used when sub-stepping camera lag.
Declaration
public float CameraLagMaxTimeStep { get; set; }
Property Value
Type |
Description |
System.Single |
|
|
Improve this Doc
View Source
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 |
|
|
Improve this Doc
View Source
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 |
|
|
Improve this Doc
View Source
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static SpringArmComponent DefaultObject { get; }
Property Value
|
Improve this Doc
View Source
ProbeChannel
Collision channel of the query probe (defaults to ECC_Camera)
Declaration
public byte ProbeChannel { get; set; }
Property Value
Type |
Description |
System.Byte |
|
|
Improve this Doc
View Source
ProbeSize
How big should the query probe sphere be (in unreal units)
Declaration
public float ProbeSize { get; set; }
Property Value
Type |
Description |
System.Single |
|
|
Improve this Doc
View Source
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
|
Improve this Doc
View Source
StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
|
Improve this Doc
View Source
TargetArmLength
Natural length of the spring arm when there are no collisions
Declaration
public float TargetArmLength { get; set; }
Property Value
Type |
Description |
System.Single |
|
|
Improve this Doc
View Source
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
Methods
|
Improve this Doc
View Source
GetTargetRotation()
Get the target rotation we inherit, used as the base target for the boom rotation.
Declaration
public Rotator GetTargetRotation()
Returns
|
Improve this Doc
View Source
GetUnfixedCameraPosition()
Get the position where the camera should be without applying the Collision Test displacement
Declaration
public Vector GetUnfixedCameraPosition()
Returns
|
Improve this Doc
View Source
IsCollisionFixApplied()
Is the Collision Test displacement being applied?
Declaration
public bool IsCollisionFixApplied()
Returns
Type |
Description |
System.Boolean |
|
|
Improve this Doc
View Source
New(UObject, Name)
Spawn an object of this class
Declaration
public static SpringArmComponent New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
|
Improve this Doc
View Source
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