Manuals of ComponentCameraSystem
  • Introduction
  • Basic Uses
    • General Workflow
    • Working with Sequencer
    • Third Person Camera
    • Lock-On Camera
    • Camera Shake
    • Camera Postprocessing
    • Camera Lens Effect
    • Camera Dither Fade
    • Photo Mode (Experimental)
    • Other Features
    • FAQ
  • Advanced Uses
    • Change Component Properties at Runtime
    • Customizing Camera Components
      • Customizing ECameraComponentFollow, ECameraComponentAim and ECameraExtensionBase
      • Customizing Existing Components: ControlAim as An Example
      • Customizing ECameraGroupActorComponent
      • Customizing ECameraHUD
      • Customizing EPlayerCameraManager
    • Camera Dampers
    • Animating Camera
    • Mixing Camera
    • Sequenced Camera
    • Keyframing Camera
    • ArchViz Camera
    • Integrating with Montage
    • Integrating with Gameplay Ability System (GAS)
  • Showcases
    • Boss Battle Camera
    • Group Aim Camera
    • Orbit Camera
    • Rail Camera
    • Crane Camera
    • Third Person Framing Camera
    • First Person Shooter Camera
    • Pseudo First Person Shooter Camera
    • Static Camera
    • Only Follow Camera
    • Only Aim Camera
  • Camera Components
    • Follow Components
      • ScreenFollow
      • SimpleFollow
      • HardLockFollow
      • OrbitFollow
      • RailFollow
      • CraneFollow
    • Aim Components
      • TargetingAim
      • HardLockAim
      • ControlAim
    • Extension Components
      • ResolveOcclusionExtension
      • MixingCameraExtension
      • ConfinerExtension
      • ResolveGroupActorExtension
      • AnimatedCameraExtension
      • KeyframeExtension
      • ConstrainPitchExtension
      • ModifyAimPointExtension
      • VelocityBasedRollingExtension
    • Miscellaneous
      • Photo Camera
      • Animated Camera
      • Keyframed Camera
      • ArchViz Camera
      • ArchViz CineCamera
      • ArchViz Camera Component
      • ArchViz CineCamera Component
      • Sequenced Camera Actor
      • Group Actor Component
      • CameraModifier_CameraShake
      • PCMGNeuralNetwork
      • ECamera Shake Source Actor
  • Blueprint Nodes List
    • ECameraBase
    • ECameraSettingsComponent
    • EPlayerCameraManager
    • ECameraLibrary
    • ECameraGroupActorComponent
    • RailFollow
    • ScreenFollow
    • ControlAim
    • MixingCameraExtension
    • VelocityBasedRollingExtension
  • Code Framework
    • Code Framework
  • Changelog
    • Changelog
      • V0.1.x
      • V0.2.x
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  • GetMouseDeltaX
  • GetMouseDeltaY
  • Start Recentering
  • Stop Recentering
  1. Blueprint Nodes List

ControlAim

Reminder: you can do most of you blueprint work by directly accessing class variables through the *Get* and *Set* nodes.

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Last updated 1 year ago

GetMouseDeltaX

Get the multiplication of raw input mouse delta X and HorizontalSpeed.

GetMouseDeltaY

Get the multiplication of raw input mouse delta Y and VerticalSpeed.

Start Recentering

Manually starts recentering. Used when recentering scheme is Manual, otherwise this function does nothing.

If you would like to use this node when scheme is Auto, you should first set the scheme to Manual. Once recentering completes, the camera will stop recentering to the heading direction, e.g., TargetForward.

Note that this function does not block player input. If player input is consumed during recentering, recentering will halt. In this case, you may want to set bConsumeInput to false.

Besides, this function will determine the target heading direction once it's called. This means even if the heading direction changes during recentering, this function will not use the new heading direction.

Input / Output
Description

Input

Target

A ControlAimtarget object.

Duration

Recentering duration.

Func

Recentering function.

Exp

Recentering exponential.

Stop Recentering

Immediately stop recentering. Used when recentering scheme is Manual. This function may be called when the follow target starts to move.

Input / Output
Description

Input

Target

A ControlAimtarget object.