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
  • AddBlendable
  • RemoveBlendable
  • RemoveCompletedBlendables
  • AddPostProcess
  • RemoveCompletedPostProcesses
  • RemoveAllPostProcesses
  • EasyStartCameraFade
  • EasyStopCameraFade
  • StartCameraShake(Wave)
  • StartCameraShake(Perlin)
  • EasyStartCameraShake
  • EasyStartCameraShakeFromSource
  1. Blueprint Nodes List

EPlayerCameraManager

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 2 years ago

AddBlendable

Applies a post process material to the player camera manager.

Input / Output
Description

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.

RemoveBlendable

Removes a post process material added to the player camera manager.

Input / Output
Description

Input

Target

A EPlayerCameraManager target actor.

InBlendableObject

The post process material to remove.

RemoveCompletedBlendables

Removes all completed post processes blendables (materials).

Input / Output
Description

Input

Target

A EPlayerCameraManager target actor.

AddPostProcess

Add a post process to the player camera manager.

Input / Output
Description

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.

RemoveCompletedPostProcesses

Removes all completed post processes.

Input / Output
Description

Input

Target

A EPlayerCameraManager target actor.

RemoveAllPostProcesses

Clears all post processes.

Input / Output
Description

Input

Target

A EPlayerCameraManager target actor.

EasyStartCameraFade

Does a camera fade to a solid color and then fades back. Animates automatically.

Input / Output
Description

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.

EasyStopCameraFade

Stops camera fading.

Input / Output
Description

Input

Target

A EPlayerCameraManager target actor.

StopAlpha

Alpha at which fade stops.

StartCameraShake(Wave)

Start camera shake using Wave Oscillator pattern.

Input / Output
Description

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.

StartCameraShake(Perlin)

Start camera shake using Perlin Noise pattern.

Input / Output
Description

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.

EasyStartCameraShake

Start camera shake with shake class and optional packed oscillation parameters.

Input / Output
Description

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.

EasyStartCameraShakeFromSource

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 / Output
Description

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.