EPlayerCameraManager
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
Applies a post process material to the player camera manager.
Input
Target
A EPlayerCameraManager
target actor.
InBlendableObject
The post process material to add.
InWeight
Amount of influence the post process effect will have. 1 means full effect, while 0 means no effect.
InBlendInTime
Time used to blend into this post process.
InDuration
Duration for this post process. Set as 0 to keep it infinite.
InBlendOutTime
Time used to blend out of this post process.
Removes a post process material added to the player camera manager.
Input
Target
A EPlayerCameraManager
target actor.
InBlendableObject
The post process material to remove.
Removes all completed post processes blendables (materials).
Input
Target
A EPlayerCameraManager
target actor.
Add a post process to the player camera manager.
Input
Target
A EPlayerCameraManager
target actor.
InPostProcess
The post process settings to add.
InWeight
Amount of influence the post process effect will have. 1 means full effect, while 0 means no effect.
InBlendInTime
Time used to blend into this post process.
InDuration
Duration for this post process. Set as 0 to keep it infinite.
InBlendOutTime
Time used to blend out of this post process.
Removes all completed post processes.
Input
Target
A EPlayerCameraManager
target actor.
Clears all post processes.
Input
Target
A EPlayerCameraManager
target actor.
Does a camera fade to a solid color and then fades back. Animates automatically.
Input
Target
A EPlayerCameraManager
target actor.
FromAlpha
Alpha at which to begin the fade. Range [0..1], where 0 is fully transparent and 1 is fully opaque solid color.
ToAlpha
Alpha at which to finish in-fade.
FadeInTime
How long the in-fade should take, in seconds.
FadeInFunc
Blend function for in-fade.
Duration
How long ToAlpha remains after finishing in-fase, in seconds.
FadeOutTime
How long the out-fade should take, in seconds.
FadeOutFunc
Blend function for out-fade.
Color
Color to fade to/from.
Stops camera fading.
Input
Target
A EPlayerCameraManager
target actor.
StopAlpha
Alpha at which fade stops.
Start camera shake using Wave Oscillator pattern.
Input
Target
A EPlayerCameraManager
target actor.
Scale
Scalar defining how intense to play the shake. 1.0 is normal.
PlaySpace
Which coordinate system to play the shake in (affects oscillations and camera anims).
UserPlaySpaceRot
Coordinate system to play shake when PlaySpace == UserDefined.
SingleInstance
If true, only allow a single instance of this shake class to play at each time. Subsequent attempts to play this shake will simply restart the timer.
CameraShakeSourceComponent
The optional CameraShakeSourceComponent to activate.
LocationAmplitudeMultiplier
Amplitude multiplier for all location shake.
LocationFrequencyMultiplier
Frequency multiplier for all location shake.
X
Shake in the X axis.
Y
Shake in the X axis.
Z
Shake in the X axis.
RotationAmplitudeMultiplier
Amplitude multiplier for all rotation shake.
RotationFrequencyMultiplier
Frequency multiplier for all rotation shake.
Pitch
Pitch shake.
Yaw
Yaw shake.
Roll
Roll shake.
FOV
FOV shake.
Duration
Duration in seconds of this shake. Zero or less means infinity.
BlendInTime
Blend-in time for this shake. Zero or less means no blend-in.
BlendOutTime
Blend-out time for this shake. Zero or less means no blend-out.
Output
ReturnValue
The returned UCameraShakeBase
object. Can be null.
Start camera shake using Perlin Noise pattern.
Input
Target
A EPlayerCameraManager
target actor.
Scale
Scalar defining how intense to play the shake. 1.0 is normal.
PlaySpace
Which coordinate system to play the shake in (affects oscillations and camera anims).
UserPlaySpaceRot
Coordinate system to play shake when PlaySpace == UserDefined.
SingleInstance
If true, only allow a single instance of this shake class to play at each time. Subsequent attempts to play this shake will simply restart the timer.
CameraShakeSourceComponent
The optional CameraShakeSourceComponent to activate.
LocationAmplitudeMultiplier
Amplitude multiplier for all location shake.
LocationFrequencyMultiplier
Frequency multiplier for all location shake.
X
Shake in the X axis.
Y
Shake in the X axis.
Z
Shake in the X axis.
RotationAmplitudeMultiplier
Amplitude multiplier for all rotation shake.
RotationFrequencyMultiplier
Frequency multiplier for all rotation shake.
Pitch
Pitch shake.
Yaw
Yaw shake.
Roll
Roll shake.
FOV
FOV shake.
Duration
Duration in seconds of this shake. Zero or less means infinity.
BlendInTime
Blend-in time for this shake. Zero or less means no blend-in.
BlendOutTime
Blend-out time for this shake. Zero or less means no blend-out.
Output
ReturnValue
The returned UCameraShakeBase
object. Can be null.
Start camera shake with shake class and optional packed oscillation parameters.
Input
Target
A EPlayerCameraManager
target actor.
ShakeClass
The class of camera shake to play.
ShakeParams
Packed oscillation parameters. If ShakeClass is not specified, this parameter will be used.
Scale
Scalar defining how intense to play the shake. 1.0 is normal.
PlaySpace
Which coordinate system to play the shake in (affects oscillations and camera anims).
UserPlaySpaceRot
Coordinate system to play shake when PlaySpace == UserDefined.
SingleInstance
If true, only allow a single instance of this shake class to play at each time. Subsequent attempts to play this shake will simply restart the timer.
CameraShakeSourceComponent
The optional CameraShakeSourceComponent to activate.
Output
ReturnValue
The returned UCameraShakeBase
object. Can be null.
Start camera shake with shake class and optional packed oscillation parameters. This function is intended for temoprary camera shake, i.e., camera shakes with finite duration. If you are using infinite camera shakes, though you can still specify an inifite time in this node, it's highly recommended to use UE's built-in Start Camera Shake From Source
node and Stop Camera Shake
to terminate specific camera shake instances.
Input
Target
A EPlayerCameraManager
target actor.
ShakeClass
The class of camera shake to play.
ShakeParams
Packed oscillation parameters. If ShakeClass is not specified, this parameter will be used.
SpawnActor
Actor to which the camera shake source actor will be spawned and attached.
SpawnLocation
Used when SpawnActor is null. Location where the camera shake source actor will be spawned.
Attenuation
The attenuation profile for how camera shakes' intensity falls off with distance.
InnerAttenuationRadius
Under this distance from the source, the camera shakes are at full intensity.
OuterAttenuationRadius
Outside of this distance from the source, the cmaera shakes don't apply at all.
Scale
Scalar defining how intense to play the shake. 1.0 is normal.
PlaySpace
Which coordinate system to play the shake in (affects oscillations and camera anims).
UserPlaySpaceRot
Coordinate system to play shake when PlaySpace == UserDefined.
SingleInstance
If true, only allow a single instance of this shake class to play at each time. Subsequent attempts to play this shake will simply restart the timer.
Output
ReturnValue
The returned UCameraShakeBase
object. Can be null.