ECameraBase
Reminder: you can do most of you blueprint work by directly accessing class variables through the *Get* and *Set* nodes.
Last updated
Reminder: you can do most of you blueprint work by directly accessing class variables through the *Get* and *Set* nodes.
Last updated
Get FollowComponent
owned by this camera.
Input
Target
A CameraBase
target actor.
Output
Return Value
The ECameraFollowComponent
owned by the target camera.
Get AimComponent
owned by this camera.
Input
Target
A CameraBase
target actor.
Output
Return Value
The ECameraAimComponent
owned by the target camera.
Get FollowComponent onwed by this camera and cast it to a given follow component class.
Input
Target
A CameraBase
target actor.
Follow Class
Follow component class.
Output
Return Value
The FollowComponent
of the given Follow Class owned by the target camera.
Get AimComponent onwed by this camera and cast it to a given aim component class.
Input
Target
A CameraBase
target actor.
Aim Class
Aim component class.
Output
Return Value
The AimComponent
of the given Aim Class owned by the target camera.
Get the CameraComponent
owned by this camera.
Input
Target
A CameraBase
target actor.
Output
Return Value
The CameraComponent
owned by the target camera.
Get a particular extension. Return null if no such extension is found.
Input
Target
A CameraBase
target actor.
ExtensionClass
The extension class you want to extract.
Output
Return Value
The extension instance of your interest in this camera. Can be null.
Get follow target of this camera.
Input
Target
A CameraBase
target actor.
Output
Return Value
The follow target.
Get aim target of this camera.
Input
Target
A CameraBase
target actor.
Output
Return Value
The aim target.
Set current camera's follow target OR aim target with blend. Can optionally feed socket and scene component. Implementation-wise, this function calls a new camera and returns it.
Input
Target
The input camera. Usually the current active one.
ResetFollowTarget
Use a new follow target. You should feed in a valid follow target below.
ResetFollowSocket
Use a new follow target. You should feed in a valid follow target below.
ResetFollowSceneComponent
Use a new follow scene component. You should feed in a valid follow scene component below.
ResetAimTarget
Use a new aim target. You should feed in a valid aim target below.
ResetAimSocket
Use a new aim socket. You should feed in a valid aim socket below.
ResetAimScene Component
Use a new aim scene component. You should feed in a valid aim scene component below.
FollowTarget
The new target actor passed into the follow component.
AimTarget
The new target actor passed into the aim component.
FollowSocket
Follow socket name. If specified, will use this socket's transform instead of the follow target's. Should be careful of the socket's rotation.
AimSocket
Aim socket name. If specified, will use this socket's transform instead of the aim target's. Should be careful of the socket's rotation.
Follow Scene Component
Follow scene component. If specified, will use this component's transform instead of the follow target's. It's your duty to ensure it's valid and paired with FollowTarget.
Aim Scene Component
Follow scene component. If specified, will use this component's transform instead of the aim target's. It's your duty to ensure it's valid and paired with AimTarget.
InBlendTime
Blend-in time used for transitioning from the current active camera to the new camera.
InBlendFunc
Which type of blend function to use.
InBlendExp
Blend exponential.
bInLockOutgoing
If true, lock outgoing viewtarget to last frame's camera position for the remainder of the blend.
bInIsTransitory
Whether the called camera is transitory. If true, it will be automatically terminated after LifeTime seconds.
InLifeTime
The life time of the called camera if it is transitory.
bInPreserveState
Whether the incoming camera tries to preserve outgoing camera's location and rotation. If you specified SpawnLocation and SpawnRotation, you should switch this off.
Output
Returned Value
The called camera.