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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  1. Camera Components
  2. Miscellaneous

Group Actor Component

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Last updated 1 year ago

This component is attached to an actor (called a group actor) enabling you to add multiple sub-actors which will together determine the group actor's location and rotation. You can add a group actor by selecting "Add"->"All Classes" and adding a ECamera Group Actor into the level.

Select the ECamera Group Actor Componentat the Details panel. You can add as many target actors as you want in it, and set up the method to interpret the group location and rotation based on the target actors you add.

Parameter
Description

Target Actors

An array of target actors determining the group actor's location and rotation.

Target

An actor in the level.

Weight

The influence this actor makes on determining the group actor's location and rotation.

Width

Half with of the bounding box of this actor on screen.

Height

Half height of the bounding box of this actor on screen.

Exclude Bounding Box

Whether to exclude this actor (i.e., ignoring this bounding box) when resolving the group actor.

Group Location Method

Method you use to interpret group location. Arithmetic Average uses the arithemetic average location of all target actors as the group actors' location. Weighted Average takes into account each target actor's weight. Unweighted Distance Based measures the distance between an Anchor location Actor (or Anchor Location if the achor location actor is null) and any of the target actors. The closest the distance is, the group actor location leans more towards that target actor. Weighted Distance Based is a weighted version of Unweighted Distance Based, taking into account the weight of each target actor. Closest uses the target actor's location closest to the Anchor location Actor (or Anchor Location). Farest uses the target actor's location farest from the Anchor location Actor (or Anchor Location). Specified uses the Specified Location Actor's location (or the Specified Location if Specified Location Actor is null).

Anchor Location Actor

This actor's location will be used to determine the group actor's location. Only for Unweighted Distance Based, Weighted Distance Based, Closest and Farest.

Anchor Location

This location will be used to determine the group actor's location. Only for Unweighted Distance Based, Weighted Distance Based, Closest and Farest.

Specified Location Actor

This actor's location will be used as the group actor's location. Only for Specified.

Specified Location

This location will be used as the group actor's location. Only for Specified.

Group Rotation Method

Method you use to interpret group rotation. Arithmetic Average uses the arithemetic average rotation of all target actors as the group actors' rotation. Weighted Average takes into account each target actor's weight. Specified uses the Specified Rotation Actor's rotation (or the Specified Rotation if Specified Rotation Actor is null).

Specified Rotation Actor

This actor's rotation will be used as the group actor's rotation. Only for Specified.

Specified Rotation

This rotation will be used as the group actor's rotation. Only for Specified.