# EPlayerCameraManager

## AddBlendable

Applies a post process material to the player camera manager.

![](https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FQkWAlellH6nXm3GY9G0A%2Fadd-blendable.png?alt=media\&token=cb6c353a-8f2c-4613-8124-9ec4ae4220a7)

<table><thead><tr><th width="161.33333333333331">Input / Output</th><th width="172"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr><tr><td></td><td>InBlendableObject</td><td>The post process material to add.</td></tr><tr><td></td><td>InWeight</td><td>Amount of influence the post process effect will have. 1 means full effect, while 0 means no effect.</td></tr><tr><td></td><td>InBlendInTime</td><td>Time used to blend into this post process.</td></tr><tr><td></td><td>InDuration</td><td>Duration for this post process. Set as 0 to keep it infinite.</td></tr><tr><td></td><td>InBlendOutTime</td><td>Time used to blend out of this post process.</td></tr></tbody></table>

## RemoveBlendable

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

![](https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FTVzhbuH3zK2KILWdcEej%2Fremoveblendable.png?alt=media\&token=263de72c-4448-415a-a62e-8eaa74a975af)

<table><thead><tr><th width="158.33333333333331">Input / Output</th><th width="177"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr><tr><td></td><td>InBlendableObject</td><td>The post process material to remove.</td></tr></tbody></table>

## RemoveCompletedBlendables

Removes all completed post processes blendables (materials).

![](https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2F9G53snh6GbQ5g0n6qHye%2Fremovecompletedblendable.png?alt=media\&token=aff63f2e-f316-4456-b8f1-9855c103b430)

<table><thead><tr><th width="166.33333333333331">Input / Output</th><th width="97"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr></tbody></table>

## AddPostProcess

Add a post process to the player camera manager.

![](https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FASM7cX7jvgTinI7bHRJE%2Faddpostprocess.png?alt=media\&token=1aa4e3e3-e4d7-4d15-8b47-697f774a3cb5)

<table><thead><tr><th width="156.33333333333331">Input / Output</th><th width="173"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr><tr><td></td><td>InPostProcess</td><td>The post process settings to add.</td></tr><tr><td></td><td>InWeight</td><td>Amount of influence the post process effect will have. 1 means full effect, while 0 means no effect.</td></tr><tr><td></td><td>InBlendInTime</td><td>Time used to blend into this post process.</td></tr><tr><td></td><td>InDuration</td><td>Duration for this post process. Set as 0 to keep it infinite.</td></tr><tr><td></td><td>InBlendOutTime</td><td>Time used to blend out of this post process.</td></tr></tbody></table>

## RemoveCompletedPostProcesses

Removes all completed post processes.

![](https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FAvX9P688NhjkRi1Kd9t8%2Fremovecompleted.png?alt=media\&token=65e96338-c526-4eb8-afe1-6f80400ddb2f)

<table><thead><tr><th width="155.33333333333331">Input / Output</th><th width="115"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr></tbody></table>

## RemoveAllPostProcesses

Clears all post processes.

![](https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2F5ux4xPZZOvibWF9UapSF%2Fremoveall.png?alt=media\&token=18f42732-a65d-467f-964c-58aefd486f6c)

<table><thead><tr><th width="155.33333333333331">Input / Output</th><th width="112"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr></tbody></table>

## EasyStartCameraFade

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

![](https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FCVySyqHvGGsy6cxLbL05%2Feasystartcamerafade.png?alt=media\&token=9bf1506d-b7f8-4e02-9296-74521f09c953)

<table><thead><tr><th width="159.33333333333331">Input / Output</th><th width="147"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr><tr><td></td><td>FromAlpha</td><td>Alpha at which to begin the fade. Range [0..1], where 0 is fully transparent and 1 is fully opaque solid color.</td></tr><tr><td></td><td>ToAlpha</td><td>Alpha at which to finish in-fade.</td></tr><tr><td></td><td>FadeInTime</td><td>How long the in-fade should take, in seconds.</td></tr><tr><td></td><td>FadeInFunc</td><td>Blend function for in-fade.</td></tr><tr><td></td><td>Duration</td><td>How long ToAlpha remains after finishing in-fase, in seconds.</td></tr><tr><td></td><td>FadeOutTime</td><td>How long the out-fade should take, in seconds.</td></tr><tr><td></td><td>FadeOutFunc</td><td>Blend function for out-fade.</td></tr><tr><td></td><td>Color</td><td>Color to fade to/from.</td></tr></tbody></table>

## EasyStopCameraFade

Stops camera fading.

![](https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FFiMcRUZXLC3uTwFE0DAJ%2Feasystopcamerafade.png?alt=media\&token=f1ed3ce7-6e3f-4de9-b46f-d13911eacbff)

<table><thead><tr><th width="161.33333333333331">Input / Output</th><th width="128"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr><tr><td></td><td>StopAlpha</td><td>Alpha at which fade stops.</td></tr></tbody></table>

## StartCameraShake(Wave)

Start camera shake using Wave Oscillator pattern.

![](https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2F6moQhQSqnhI9pc3mKVzq%2Fwave.png?alt=media\&token=785ef19e-0f2d-42be-ada5-05e442ce157f)

<table><thead><tr><th width="159.33333333333331">Input / Output</th><th width="280"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr><tr><td></td><td>Scale</td><td>Scalar defining how intense to play the shake. 1.0 is normal.</td></tr><tr><td></td><td>PlaySpace</td><td>Which coordinate system to play the shake in (affects oscillations and camera anims).</td></tr><tr><td></td><td>UserPlaySpaceRot</td><td>Coordinate system to play shake when PlaySpace == UserDefined.</td></tr><tr><td></td><td>SingleInstance</td><td>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.</td></tr><tr><td></td><td>CameraShakeSourceComponent</td><td>The optional CameraShakeSourceComponent to activate.</td></tr><tr><td></td><td>LocationAmplitudeMultiplier</td><td>Amplitude multiplier for all location shake.</td></tr><tr><td></td><td>LocationFrequencyMultiplier</td><td>Frequency multiplier for all location shake.</td></tr><tr><td></td><td>X</td><td>Shake in the X axis.</td></tr><tr><td></td><td>Y</td><td>Shake in the X axis.</td></tr><tr><td></td><td>Z</td><td>Shake in the X axis.</td></tr><tr><td></td><td>RotationAmplitudeMultiplier</td><td>Amplitude multiplier for all rotation shake.</td></tr><tr><td></td><td>RotationFrequencyMultiplier</td><td>Frequency multiplier for all rotation shake.</td></tr><tr><td></td><td>Pitch</td><td>Pitch shake.</td></tr><tr><td></td><td>Yaw</td><td>Yaw shake.</td></tr><tr><td></td><td>Roll</td><td>Roll shake.</td></tr><tr><td></td><td>FOV</td><td>FOV shake.</td></tr><tr><td></td><td>Duration</td><td>Duration in seconds of this shake. Zero or less means infinity.</td></tr><tr><td></td><td>BlendInTime</td><td>Blend-in time for this shake. Zero or less means no blend-in.</td></tr><tr><td></td><td>BlendOutTime</td><td>Blend-out time for this shake. Zero or less means no blend-out.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>ReturnValue</td><td>The returned <code>UCameraShakeBase</code> object. Can be null.</td></tr></tbody></table>

## StartCameraShake(Perlin)

Start camera shake using Perlin Noise pattern.

<div align="left"><figure><img src="https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FyxurdBTEdeE6aw6vILIM%2Fperlin.png?alt=media&#x26;token=4938ed99-1e08-4f90-882e-4f336f241c29" alt=""><figcaption></figcaption></figure></div>

<table><thead><tr><th width="156.33333333333331">Input / Output</th><th width="252"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr><tr><td></td><td>Scale</td><td>Scalar defining how intense to play the shake. 1.0 is normal.</td></tr><tr><td></td><td>PlaySpace</td><td>Which coordinate system to play the shake in (affects oscillations and camera anims).</td></tr><tr><td></td><td>UserPlaySpaceRot</td><td>Coordinate system to play shake when PlaySpace == UserDefined.</td></tr><tr><td></td><td>SingleInstance</td><td>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.</td></tr><tr><td></td><td>CameraShakeSourceComponent</td><td>The optional CameraShakeSourceComponent to activate.</td></tr><tr><td></td><td>LocationAmplitudeMultiplier</td><td>Amplitude multiplier for all location shake.</td></tr><tr><td></td><td>LocationFrequencyMultiplier</td><td>Frequency multiplier for all location shake.</td></tr><tr><td></td><td>X</td><td>Shake in the X axis.</td></tr><tr><td></td><td>Y</td><td>Shake in the X axis.</td></tr><tr><td></td><td>Z</td><td>Shake in the X axis.</td></tr><tr><td></td><td>RotationAmplitudeMultiplier</td><td>Amplitude multiplier for all rotation shake.</td></tr><tr><td></td><td>RotationFrequencyMultiplier</td><td>Frequency multiplier for all rotation shake.</td></tr><tr><td></td><td>Pitch</td><td>Pitch shake.</td></tr><tr><td></td><td>Yaw</td><td>Yaw shake.</td></tr><tr><td></td><td>Roll</td><td>Roll shake.</td></tr><tr><td></td><td>FOV</td><td>FOV shake.</td></tr><tr><td></td><td>Duration</td><td>Duration in seconds of this shake. Zero or less means infinity.</td></tr><tr><td></td><td>BlendInTime</td><td>Blend-in time for this shake. Zero or less means no blend-in.</td></tr><tr><td></td><td>BlendOutTime</td><td>Blend-out time for this shake. Zero or less means no blend-out.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>ReturnValue</td><td>The returned <code>UCameraShakeBase</code> object. Can be null.</td></tr></tbody></table>

## EasyStartCameraShake

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

<div align="left"><figure><img src="https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2Fu9au9x6aJdKcT5r7aMvl%2Feasystartcamerashake.png?alt=media&#x26;token=086fa618-055b-4fcb-beb0-33ecc67fb6f3" alt=""><figcaption></figcaption></figure></div>

<table><thead><tr><th width="159.33333333333331">Input / Output</th><th width="178"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr><tr><td></td><td>ShakeClass</td><td>The class of camera shake to play.</td></tr><tr><td></td><td>ShakeParams</td><td>Packed oscillation parameters. If ShakeClass is not specified, this parameter will be used.</td></tr><tr><td></td><td>Scale</td><td>Scalar defining how intense to play the shake. 1.0 is normal.</td></tr><tr><td></td><td>PlaySpace</td><td>Which coordinate system to play the shake in (affects oscillations and camera anims).</td></tr><tr><td></td><td>UserPlaySpaceRot</td><td>Coordinate system to play shake when PlaySpace == UserDefined.</td></tr><tr><td></td><td>SingleInstance</td><td>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.</td></tr><tr><td></td><td>CameraShakeSourceComponent</td><td>The optional CameraShakeSourceComponent to activate.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>ReturnValue</td><td>The returned <code>UCameraShakeBase</code> object. Can be null.</td></tr></tbody></table>

## 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.

![](https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2F2h4tUcOKTpR6EGXvpya4%2Feasystartcamerashakefromsource.png?alt=media\&token=42c72811-8e06-4f21-b28a-60748f26a89c)

<table><thead><tr><th width="159.33333333333331">Input / Output</th><th width="213"></th><th>Description</th></tr></thead><tbody><tr><td>Input</td><td></td><td></td></tr><tr><td></td><td>Target</td><td>A <code>EPlayerCameraManager</code> target actor.</td></tr><tr><td></td><td>ShakeClass</td><td>The class of camera shake to play.</td></tr><tr><td></td><td>ShakeParams</td><td>Packed oscillation parameters. If ShakeClass is not specified, this parameter will be used.</td></tr><tr><td></td><td>SpawnActor</td><td>Actor to which the camera shake source actor will be spawned and attached.</td></tr><tr><td></td><td>SpawnLocation</td><td>Used when SpawnActor is null. Location where the camera shake source actor will be spawned.</td></tr><tr><td></td><td>Attenuation</td><td>The attenuation profile for how camera shakes' intensity falls off with distance.</td></tr><tr><td></td><td>InnerAttenuationRadius</td><td>Under this distance from the source, the camera shakes are at full intensity.</td></tr><tr><td></td><td>OuterAttenuationRadius</td><td>Outside of this distance from the source, the cmaera shakes don't apply at all.</td></tr><tr><td></td><td>Scale</td><td>Scalar defining how intense to play the shake. 1.0 is normal.</td></tr><tr><td></td><td>PlaySpace</td><td>Which coordinate system to play the shake in (affects oscillations and camera anims).</td></tr><tr><td></td><td>UserPlaySpaceRot</td><td>Coordinate system to play shake when PlaySpace == UserDefined.</td></tr><tr><td></td><td>SingleInstance</td><td>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.</td></tr><tr><td>Output</td><td></td><td></td></tr><tr><td></td><td>ReturnValue</td><td>The returned <code>UCameraShakeBase</code> object. Can be null.</td></tr></tbody></table>
