ControlAim

ControlAim receives player input to control camera rotation. Though you do not need to specify an aim target, it's recommended to use the follow target, which is usually the character controlled by the player, as the aim target, since other components may be dependent on the aim target.

Parameter
Description

Enhanced Input

Whether you are using EnhancedInput. If true, the input will read from enhanced input. Otherwise, it reads from mouse input.

Look Action

The input action to consume camera rotation. Ensure this action is correct.

Consume Input

Whether to consume input. If set to false, will not consume input from player.

Aim Assist

A set of parameters defining aim assist.

Enable Aim Assist

Whether to enable aim assist.

Target Types

Types of actors that are taken for aim assist.

Magnetic Radius

Magnetic radius, in screen space.

Magnetic Coefficient

Magnetic coefficient defining the strength of magnetic force.

Max Distance

If the target actor has a larger distance to camera than this value, it will be ignored.

Recentering Params

A set of parameters defining whether and when to recenter camera to the Heading direction.

Recentering

Whether to enable recentering.

Reset Pitch

Whether to reset pitch to zero when recentering.

Heading

The heading direction in which camera recenters. Target Forward uses the following target actos's forward direction as heading. World Forward uses the world space forward vector, i.e., (1, 0, 0), as heading. Hard Forward uses a hard specified forward vector. Soft Forward leverages two actors' positions to determine the heading.

Recenter Scheme

Scheme to recenter cameras. Auto auto-recenters camera. Manual means manually starts and stops camera recentering by using ControlAim's StartRecentering and StopRecentering blueprint nodes.

Wait Time

How long will it take to start recentering since no input.

Recentering Time

How long will it take to finish recentering.

Recenter Range

Only do recentering when YAW between the camera forward direction and the heading direction is within this range. Used when scheme is Auto and heading is TargetForward.

Hard Forward

Specified hard forward vector.

Source

The actor whose position is used as the start point for Soft Forward.

Destination

The actor whose position is used as the end point for Soft Forward.

Horizontal Heading

Horizontal heading direction.

Horizontal Hard Forward

Specified horizontal hard forward vector.

Horizontal Source

The actor whose position is used as the start point for horizontal Soft Forward.

Horizontal Destination

The actor whose position is used as the end point for horizontal Soft Forward.

Horizontal Range

Camera yaw range, centered at Horizontal Heading. Within [-180, 180].

Wrap

Whether to wrap camera yaw.

Vertical Range

Camera pitch range in world space. Within (-90, 90). Will be overridden if using OrbitFollow.

Horizontal Speed

Horizontal rotation speed multiplier.

Vertical Speed

Vertical rotation speed multiplier.

Horizontal Damping

Horizontal rotation damping time. The X value is for acceleration, while the Y value is for deceleration.

Vertical Damping

Vertical rotation damping time. The X value is for acceleration, while the Y value is for deceleration.

SynTo

Controller

Whether to replicate camera's rotation to Controller.

SyncYawToAimTarget

Whether to replicate camera's yaw to aim target. This is useful when you want to set character's rotation in synchronization with this camera.

Aim Target

The aiming target actor.

Aim Offset

Position offset applied to target actor, in world space. Not applicable for this component.

Socket Name

Optional SocketName. If this socket can be found, its transform will be used.

Stage

Stage at which this component is executed. You can only change this property at the "Class Defaults" window.

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