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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On this page
  • GetFollowComponent
  • GetAimComponent
  • GetFollowComponentOfClass
  • GetAimComponentOfClass
  • GetCameraComponent
  • GetExtensionOfClass
  • GetFollowTarget
  • GetAimTarget
  • SetFollowAndAimWithBlend
  1. Blueprint Nodes List

ECameraBase

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

GetFollowComponent

Get FollowComponent owned by this camera.

Input / Output
Description

Input

Target

A CameraBase target actor.

Output

Return Value

The ECameraFollowComponent owned by the target camera.

GetAimComponent

Get AimComponent owned by this camera.

Input / Output
Description

Input

Target

A CameraBase target actor.

Output

Return Value

The ECameraAimComponent owned by the target camera.

GetFollowComponentOfClass

Get FollowComponent onwed by this camera and cast it to a given follow component class.

Input / Output
Description

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.

GetAimComponentOfClass

Get AimComponent onwed by this camera and cast it to a given aim component class.

Input / Output
Description

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.

GetCameraComponent

Get the CameraComponent owned by this camera.

Input / Output
Description

Input

Target

A CameraBase target actor.

Output

Return Value

The CameraComponent owned by the target camera.

GetExtensionOfClass

Get a particular extension. Return null if no such extension is found.

Input / Output
Description

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.

GetFollowTarget

Get follow target of this camera.

Input / Output
Description

Input

Target

A CameraBase target actor.

Output

Return Value

The follow target.

GetAimTarget

Get aim target of this camera.

Input / Output
Description

Input

Target

A CameraBase target actor.

Output

Return Value

The aim target.

SetFollowAndAimWithBlend

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 / Output
Description

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.