G1R AngelScript
Scripting reference for the Gothic 1 Remake
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AGothicCameraManager Class Reference

Static Public Member Functions

Static Functions
static AGothicCameraManager Spawn (FVector Location=FVector ::ZeroVector, FRotator Rotation=FRotator ::ZeroRotator, FName Name=NAME_None, ULevel Level=nullptr)
static UClass StaticClass ()
Static Public Member Functions inherited from APlayerCameraManager
static APlayerCameraManager Spawn (FVector Location=FVector ::ZeroVector, FRotator Rotation=FRotator ::ZeroRotator, FName Name=NAME_None, ULevel Level=nullptr)
static UClass StaticClass ()
Static Public Member Functions inherited from AActor
static AActor Spawn (FVector Location=FVector ::ZeroVector, FRotator Rotation=FRotator ::ZeroRotator, FName Name=NAME_None, ULevel Level=nullptr)
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

CameraModifier
ECamConditions m_CurrentBehaviour
Camera|Performance
float32 m_EnemyCheckInterval
PlayerCameraManager
float32 m_ViewPitchMaxCache
 Maximum view pitch, in degrees.
float32 m_ViewPitchMinCache
 Minimum view pitch, in degrees.
Public Attributes inherited from APlayerCameraManager
TArray< TSubclassOf< UCameraModifier > > DefaultModifiers
 List of modifiers to create by default for this camera.
float32 FreeCamDistance
 Distance to place free camera from view target (used in certain CameraStyles).
FVector FreeCamOffset
 Offset to Z free camera position (used in certain CameraStyles).
FVector ViewTargetOffset
 Offset to view target (used in certain CameraStyles).
float32 ViewYawMin
 Minimum view yaw, in degrees.
float32 DefaultOrthoWidth
 The default desired width (in world units) of the orthographic view (ignored in Perspective mode).
float32 ViewPitchMin
 Minimum view pitch, in degrees.
float32 ViewPitchMax
 Maximum view pitch, in degrees.
float32 DefaultAspectRatio
 Default aspect ratio. Most of the time the value from a camera component will be used instead.
float32 ViewYawMax
 Maximum view yaw, in degrees.
USceneComponent TransformComponent
 Dummy component we can use to attach things to the camera.
float32 ViewRollMax
 Maximum view roll, in degrees.
float32 DefaultFOV
 FOV to use by default.
float32 AutoPlaneShift
 Manually adjusts the planes of this camera, maintaining the distance between them. Positive moves out to the farplane, negative towards the near plane.
float32 ViewRollMin
 Minimum view roll, in degrees.
bool bUseCameraHeightAsViewTarget
 If UpdateOrthoPlanes is enabled, this setting will use the cameras current height to compensate the distance to the general view (as a pseudo distance to view target when one isn't present).
bool bIsOrthographic
 True when this camera should use an orthographic perspective instead of FOV.
bool bAutoCalculateOrthoPlanes
 True when this camera should automatically calculated the Near+Far planes.
bool bUpdateOrthoPlanes
 Adjusts the near/far planes and the view origin of the current camera automatically to avoid clipping and light artefacting.
bool bDefaultConstrainAspectRatio
 True if black bars should be added if the destination view has a different aspect ratio (only used when a view target doesn't specify whether or not to constrain the aspect ratio; most of the time the value from a camera component is used instead).
bool bClientSimulatingViewTarget
 True if clients are handling setting their own viewtarget and the server should not replicate it.
bool bUseClientSideCameraUpdates
 True if server will use camera positions replicated from the client instead of calculating them locally.
const bool bGameCameraCutThisFrame
 True if we did a camera cut this frame. Automatically reset to false every frame. This flag affects various things in the renderer (such as whether to use the occlusion queries from last frame, and motion blur).
FOnAudioFadeChangeSignature OnAudioFadeChangeEvent
 If bound, broadcast on fade start (with fade time) instead of manually altering audio device's primary volume directly.
const FVector CameraLocation
 Returns camera's current location.
const float32 FOVAngle
 Returns the camera's current full FOV angle, in degrees.
const FRotator CameraRotation
 Returns camera's current rotation.
const APlayerController OwningPlayerController
 Returns the PlayerController that owns this camera.
Public Attributes inherited from AActor
TArray< TSoftObjectPtr< UDataLayerAsset > > DataLayerAssets
UHLODLayer HLODLayer
 The UHLODLayer in which this actor should be included.
bool bEnableAutoLODGeneration
 Whether this actor should be considered or not during HLOD generation.
FActorOnClickedSignature OnClicked
 Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.
FActorEndCursorOverSignature OnEndCursorOver
 Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.
FActorBeginCursorOverSignature OnBeginCursorOver
 Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.
FActorOnReleasedSignature OnReleased
 Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.
FActorOnInputTouchBeginSignature OnInputTouchBegin
 Called when a touch input is received over this actor when touch events are enabled in the player controller.
FActorEndTouchOverSignature OnInputTouchLeave
 Called when a finger is moved off this actor when touch over events are enabled in the player controller.
FActorOnInputTouchEndSignature OnInputTouchEnd
 Called when a touch input is received over this component when touch events are enabled in the player controller.
FActorBeginTouchOverSignature OnInputTouchEnter
 Called when a finger is moved over this actor when touch over events are enabled in the player controller.
FActorTickFunction PrimaryActorTick
 Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. @see https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction @see AddTickPrerequisiteActor(), AddTickPrerequisiteComponent().
FName RuntimeGrid
 Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.
FRotator ActorRelativeRotation
FTransform ActorRelativeTransform
FVector ActorRelativeLocation
const FVector SimpleCollisionCylinderExtent
const float32 SimpleCollisionHalfHeight
const float32 SimpleCollisionRadius
FRotator ActorRotation
FVector ActorLocation
FQuat ActorQuat
int RayTracingGroupId
 The RayTracingGroupId this actor and its components belong to. (For components that did not specify any).
const UChildActorComponent ParentComponent
 The UChildActorComponent that owns this Actor.
AActor Owner
 Owner of this Actor, used primarily for replication (bNetUseOwnerRelevancy & bOnlyRelevantToOwner) and visibility (PrimitiveComponent bOwnerNoSee and bOnlyOwnerSee) @see SetOwner(), GetOwner().
FName FolderPath
 The folder path of this actor in the world. If the actor's level uses the actor folder objects feature, the path is computed using FolderGuid. If not, it contains the actual path (empty=root, / separated).
const AController ActorInstigatorController
const APawn ActorInstigator
const UGameInstance GameInstance
const FString ActorNameOrLabel
FTransform ActorTransform
const float32 GameTimeSinceCreation
 The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds.
bool bFindCameraComponentWhenViewTarget
 If true, this actor should search for an owned camera component to view through when used as a view target.
float32 InitialLifeSpan
 How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.
float32 CustomTimeDilation
 Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor's tick.
FVector PivotOffset
 Local space pivot offset for the actor, only used in the editor.
bool bAutoDestroyWhenFinished
 If true then destroy self when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight.
ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingMethod
 Controls how to handle spawning this actor in a situation where it's colliding with something else. "Default" means AlwaysSpawn here.
const AActor ParentActor
 If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component.
bool bCanBeDamaged
 Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. @see https://www.unrealengine.com/blog/damage-in-ue4 @see TakeDamage(), ReceiveDamage().
float32 LifeSpan
 Get the remaining lifespan of this actor. If zero is returned the actor lives forever.
APawn Instigator
 Pawn responsible for damage and other gameplay events caused by this actor.
const float32 ActorTimeDilation
 Get ActorTimeDilation - this can be used for input control or speed control for slomo. We don't want to scale input globally because input can be used for UI, which do not care for TimeDilation.
FGuid ActorInstanceGuid
 The instance GUID for this actor; this guid will be unique for actors from instanced streaming levels. @see ActorGuid @note This is not guaranteed to be valid during PostLoad, but safe to access from RegisterAllComponents.
FGuid ContentBundleGuid
 The GUID for this actor's content bundle.
const FName AttachParentSocketName
 Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. If we are not attached to a component in a different actor, returns NAME_None.
TArray< FName > Tags
 Array of tags that can be used for grouping and categorizing.
TArray< FName > Layers
 Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.
const AActor AttachParentActor
 Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. If we are not attached to a component in a different actor, returns nullptr.
FGuid ActorGuid
 The GUID for this actor; this guid will be the same for actors from instanced streaming levels. @see ActorInstanceGuid, FActorInstanceGuidMapper @note Don't use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults. See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.
bool TickableWhenPaused
 Gets whether this actor can tick when paused.
float32 ActorTickInterval
 Returns the tick interval of this actor's primary tick function.
EActorUpdateOverlapsMethod UpdateOverlapsMethodDuringLevelStreaming
 Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to 'UseConfigDefault', the default specified in ini (displayed in 'DefaultUpdateOverlapsMethodDuringLevelStreaming') will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.
bool bGenerateOverlapEventsDuringLevelStreaming
 If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. @see UpdateOverlapsMethodDuringLevelStreaming.
FActorHitSignature OnActorHit
 Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event. @note For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled.
FActorBeginOverlapSignature OnActorBeginOverlap
 Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
FActorEndOverlapSignature OnActorEndOverlap
 Called when another actor stops overlapping this actor. @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
bool ActorEnableCollision
 Get current state of collision for the whole actor.
const FString DefaultActorLabel
 Returns this actor's default label (does not include any numeric suffix). Actor labels are only available in development builds.
FActorDestroyedSignature OnDestroyed
 Event triggered when the actor has been explicitly destroyed.
const AController InstigatorController
 Returns the instigator's controller for this actor, or nullptr if there is none.
FActorEndPlaySignature OnEndPlay
 Event triggered when the actor is being deleted or removed from a level.
FTakePointDamageSignature OnTakePointDamage
 Called when the actor is damaged by point damage.
FTakeAnyDamageSignature OnTakeAnyDamage
 Called when the actor is damaged in any way.
FTakeRadialDamageSignature OnTakeRadialDamage
 Called when the actor is damaged by radial damage.
EAutoReceiveInput AutoReceiveInput
 Automatically registers this actor to receive input from a player.
int InputPriority
 The priority of this input component when pushed in to the stack.
const FTransform LevelTransform
 Return the FTransform of the level this actor is a part of.
const ULevel Level
 Return the ULevel that this Actor is part of.
const ENetRole LocalRole
 Returns how much control the local machine has over this actor.
const ENetRole RemoteRole
 Describes how much control the remote machine has over the actor.
const float32 ResimulationThreshold
 Get the error threshold in centimeters before this object should enforce a resimulation to trigger.
float32 SpriteScale
 The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).
bool bHidden
 Allows us to only see this Actor in the Editor, and not in the actual game. @see SetActorHiddenInGame().
float32 NetUpdateFrequency
 How often (per second) this actor will be considered for replication, used to determine NetUpdateTime.
float32 MinNetUpdateFrequency
 Used to determine what rate to throttle down to when replicated properties are changing infrequently.
bool bReplicates
 If true, this actor will replicate to remote machines @see SetReplicates().
EPhysicsReplicationMode PhysicsReplicationMode
 Which mode to replicate physics through for this actor. Only relevant if the actor replicates movement and has a component that simulate physics.
bool bNetUseOwnerRelevancy
 If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority.
float32 NetCullDistanceSquared
 Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated.
bool bReplicateUsingRegisteredSubObjectList
 When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.
bool bOnlyRelevantToOwner
 If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
FRepMovement ReplicatedMovement
 Used for replication of our RootComponent's position and velocity.
ENetDormancy NetDormancy
 Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.
float32 NetPriority
 Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate.
bool bAlwaysRelevant
 Always relevant for network (overrides bOnlyRelevantToOwner).
const FVector ActorRightVector
 Get the right (Y) vector (length 1.0) from this Actor, in world space.
const FVector ActorForwardVector
 Get the forward (X) vector (length 1.0) from this Actor, in world space.
const FVector ActorUpVector
 Get the up (Z) vector (length 1.0) from this Actor, in world space.
const FVector Velocity
 Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent.
FVector ActorRelativeScale3D
 Return the actor's relative scale 3d.
FVector ActorScale3D
 Returns the Actor's world-space scale.
USceneComponent RootComponent
 The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Camera

float32 LineOfSightProbeSize
 Radius of the query probe for verifying line of sight between camera and view target (in cm).
void RefreshCameraConfig ()

Additional Inherited Members

Public Member Functions inherited from APlayerCameraManager
void StartCameraFade (float32 FromAlpha, float32 ToAlpha, float32 Duration, FLinearColor Color, bool bShouldFadeAudio=false, bool bHoldWhenFinished=false)
 Does a camera fade to/from a solid color. Animates automatically.
void SetManualCameraFade (float32 InFadeAmount, FLinearColor Color, bool bInFadeAudio)
 Turns on camera fading at the given opacity. Does not auto-animate, allowing user to animate themselves. Call StopCameraFade to turn fading back off.
void StopCameraFade ()
 Stops camera fading.
void StopAllInstancesOfCameraShake (TSubclassOf< UCameraShakeBase > Shake, bool bImmediately=true)
 Stops playing all shakes of the given class.
UCameraShakeBase StartCameraShake (TSubclassOf< UCameraShakeBase > ShakeClass, float32 Scale=1.000000, ECameraShakePlaySpace PlaySpace=ECameraShakePlaySpace ::CameraLocal, FRotator UserPlaySpaceRot=FRotator())
 Plays a camera shake on this camera.
void StopAllInstancesOfCameraShakeFromSource (TSubclassOf< UCameraShakeBase > Shake, UCameraShakeSourceComponent SourceComponent, bool bImmediately=true)
 Stops playing all shakes of the given class originating from the given source.
void StopAllCameraShakesFromSource (UCameraShakeSourceComponent SourceComponent, bool bImmediately=true)
 Stops playing all shakes originating from the given source.
void StopCameraShake (UCameraShakeBase ShakeInstance, bool bImmediately=true)
 Immediately stops the given shake instance and invalidates it.
void StopAllCameraShakes (bool bImmediately=true)
 Stops all active camera shakes on this camera.
UCameraShakeBase StartCameraShakeFromSource (TSubclassOf< UCameraShakeBase > ShakeClass, UCameraShakeSourceComponent SourceComponent, float32 Scale=1.000000, ECameraShakePlaySpace PlaySpace=ECameraShakePlaySpace ::CameraLocal, FRotator UserPlaySpaceRot=FRotator())
 Plays a camera shake on this camera.
void PhotographyCameraModify (const FVector NewCameraLocation, const FVector PreviousCameraLocation, const FVector OriginalCameraLocation, FVector &ResultCameraLocation)
 Implementable blueprint hook to allow a PlayerCameraManager subclass to constrain or otherwise modify the camera during free-camera photography. For example, a blueprint may wish to limit the distance from the camera's original point, or forbid the camera from passing through walls. NewCameraLocation contains the proposed new camera location. PreviousCameraLocation contains the camera location in the previous frame. OriginalCameraLocation contains the camera location before the game was put into photography mode. Return ResultCameraLocation as modified according to your constraints.
void OnPhotographyMultiPartCaptureEnd ()
 Event triggered upon the end of a multi-part photograph capture, when manual free-roaming photographic camera control is about to be returned to the user. Here you may re-enable whatever was turned off within OnPhotographyMultiPartCaptureStart.
void OnPhotographySessionStart ()
 Event triggered upon entering Photography mode (before pausing, if r.Photography.AutoPause is 1).
void OnPhotographySessionEnd ()
 Event triggered upon leaving Photography mode (after unpausing, if r.Photography.AutoPause is 1).
void OnPhotographyMultiPartCaptureStart ()
 Event triggered upon the start of a multi-part photograph capture (i.e. a stereoscopic or 360-degree shot). This is an ideal time to turn off rendering effects that tile badly (UI, subtitles, vignette, very aggressive bloom, etc; most of these are automatically disabled when r.Photography.AutoPostprocess is 1).
bool BlueprintUpdateCamera (AActor CameraTarget, FVector &NewCameraLocation, FRotator &NewCameraRotation, float32 &NewCameraFOV)
 Blueprint hook to allow blueprints to override existing camera behavior or implement custom cameras. If this function returns true, we will use the given returned values and skip further calculations to determine final camera POV.
bool GetbIsOrthographic () const
 True when this camera should use an orthographic perspective instead of FOV.
void SetbIsOrthographic (bool Value)
 True when this camera should use an orthographic perspective instead of FOV.
bool GetbAutoCalculateOrthoPlanes () const
 True when this camera should automatically calculated the Near+Far planes.
void SetbAutoCalculateOrthoPlanes (bool Value)
 True when this camera should automatically calculated the Near+Far planes.
bool GetbUpdateOrthoPlanes () const
 Adjusts the near/far planes and the view origin of the current camera automatically to avoid clipping and light artefacting.
void SetbUpdateOrthoPlanes (bool Value)
 Adjusts the near/far planes and the view origin of the current camera automatically to avoid clipping and light artefacting.
bool GetbUseCameraHeightAsViewTarget () const
 If UpdateOrthoPlanes is enabled, this setting will use the cameras current height to compensate the distance to the general view (as a pseudo distance to view target when one isn't present).
void SetbUseCameraHeightAsViewTarget (bool Value)
 If UpdateOrthoPlanes is enabled, this setting will use the cameras current height to compensate the distance to the general view (as a pseudo distance to view target when one isn't present).
bool GetbDefaultConstrainAspectRatio () const
 True if black bars should be added if the destination view has a different aspect ratio (only used when a view target doesn't specify whether or not to constrain the aspect ratio; most of the time the value from a camera component is used instead).
void SetbDefaultConstrainAspectRatio (bool Value)
 True if black bars should be added if the destination view has a different aspect ratio (only used when a view target doesn't specify whether or not to constrain the aspect ratio; most of the time the value from a camera component is used instead).
bool GetbClientSimulatingViewTarget () const
 True if clients are handling setting their own viewtarget and the server should not replicate it.
void SetbClientSimulatingViewTarget (bool Value)
 True if clients are handling setting their own viewtarget and the server should not replicate it.
bool GetbUseClientSideCameraUpdates () const
 True if server will use camera positions replicated from the client instead of calculating them locally.
void SetbUseClientSideCameraUpdates (bool Value)
 True if server will use camera positions replicated from the client instead of calculating them locally.
bool GetbGameCameraCutThisFrame () const
 True if we did a camera cut this frame. Automatically reset to false every frame. This flag affects various things in the renderer (such as whether to use the occlusion queries from last frame, and motion blur).
float32 GetFOVAngle () const
 Returns the camera's current full FOV angle, in degrees.
void ClearCameraLensEffects ()
 Removes all camera lens effects.
FRotator GetCameraRotation () const
 Returns camera's current rotation.
FVector GetCameraLocation () const
 Returns camera's current location.
void SetGameCameraCutThisFrame ()
 Sets the bGameCameraCutThisFrame flag to true (indicating we did a camera cut this frame; useful for game code to call, e.g., when performing a teleport that should be seamless).
APlayerController GetOwningPlayerController () const
 Returns the PlayerController that owns this camera.
bool RemoveCameraModifier (UCameraModifier ModifierToRemove)
 Removes the given camera modifier from this camera (if it's on the camera in the first place) and discards it.
UCameraModifier FindCameraModifierByClass (TSubclassOf< UCameraModifier > ModifierClass)
 Returns camera modifier for this camera of the given class, if it exists. Exact class match only. If there are multiple modifiers of the same class, the first one is returned.
UCameraModifier AddNewCameraModifier (TSubclassOf< UCameraModifier > ModifierClass)
 Creates and initializes a new camera modifier of the specified class.
Public Member Functions inherited from AActor
void MakeNoise (float32 Loudness=1.000000, APawn NoiseInstigator=nullptr, FVector NoiseLocation=FVector(), float32 MaxRange=0.000000, FName Tag=NAME_None)
 Trigger a noise caused by a given Pawn, at a given location. Note that the NoiseInstigator Pawn MUST have a PawnNoiseEmitterComponent for the noise to be detected by a PawnSensingComponent. Senders of MakeNoise should have an Instigator if they are not pawns, or pass a NoiseInstigator.
void ActorEndCursorOver ()
 Event when this actor has the mouse moved off of it with the clickable interface.
void ActorOnReleased (FKey ButtonReleased)
 Event when this actor is under the mouse when left mouse button is released while using the clickable interface.
void ActorOnClicked (FKey ButtonPressed)
 Event when this actor is clicked by the mouse when using the clickable interface.
void ActorBeginCursorOver ()
 Event when this actor has the mouse moved over it with the clickable interface.
void SetRayTracingGroupId (int InRaytracingGroupId)
 Specify a RayTracingGroupId for this actors. Components with invalid RayTracingGroupId will inherit the actors.
int GetRayTracingGroupId () const
 Return the RayTracingGroupId for this actor.
void ActorOnInputTouchLeave (ETouchIndex FingerIndex)
 Event when this actor has a finger moved off of it with the clickable interface.
void ActorOnInputTouchEnd (ETouchIndex FingerIndex)
 Event when this actor is under the finger when untouched when click events are enabled.
void ActorOnInputTouchBegin (ETouchIndex FingerIndex)
 Event when this actor is touched when click events are enabled.
void ActorOnInputTouchEnter (ETouchIndex FingerIndex)
 Event when this actor has a finger moved over it with the clickable interface.
void SetAutoDestroyWhenFinished (bool bVal)
void AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds)
 Event called every physics tick if bAsyncPhysicsTickEnabled is true.
void EndPlay (EEndPlayReason EndPlayReason)
 Event to notify blueprints this actor is being deleted or removed from a level.
USceneComponent GetRootComponent () const
 Returns the RootComponent of this Actor.
void Destroyed ()
 Called when the actor has been explicitly destroyed.
void BeginPlay ()
 Event when play begins for this actor.
bool IsActorInitialized () const
void Tick (float32 DeltaSeconds)
 Event called every frame, if ticking is enabled.
AController GetActorInstigatorController () const
APawn GetActorInstigator () const
void GetComponentsByClass (UClass ComponentClass, ?&OutComponents) const
void GetComponentsByClass (?&OutComponents) const
UGameInstance GetGameInstance () const
FString GetActorNameOrLabel () const
bool IsHidden () const
void ConstructionScript ()
 Construction script, the place to spawn components and do other setup. Note: Name used in CreateBlueprint function.
bool HasActorBegunPlay () const
void SetbAutoDestroyWhenFinished (bool bVal)
 If true then destroy self when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight.
void AddActorLocalOffset (FVector DeltaLocation)
void AddActorLocalRotation (FRotator DeltaRotation)
void AddActorLocalRotation (FQuat DeltaRotation)
void AddActorLocalTransform (FTransform DeltaTransform)
void AddActorWorldOffset (FVector DeltaLocation)
void AddActorWorldRotation (FRotator DeltaRotation)
void AddActorWorldRotation (FQuat DeltaRotation)
void AddActorWorldTransform (FTransform DeltaTransform)
void AttachToActor (AActor ParentActor, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget)
void AttachToComponent (USceneComponent Parent, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget)
FQuat GetActorQuat () const
FVector GetActorRelativeLocation () const
FRotator GetActorRelativeRotation () const
FTransform GetActorRelativeTransform () const
void RerunConstructionScripts ()
void SetActorLocation (FVector NewLocation)
void SetActorLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bTeleport=false)
void SetActorLocationAndRotation (FVector NewLocation, FQuat NewRotation, bool bTeleport=false)
void SetActorQuat (FQuat NewRotation)
void SetActorRelativeLocation (FVector NewRelativeLocation)
void SetActorRelativeRotation (FRotator NewRelativeRotation)
void SetActorRelativeRotation (FQuat NewRelativeRotation)
void SetActorRelativeTransform (FTransform NewRelativeTransform)
void SetActorRotation (FRotator NewRotation)
void SetActorRotation (FQuat NewRotation)
void SetActorTransform (FTransform NewTransform)
void SetbRunConstructionScriptOnDrag (bool Value)
void GetComponentsBoundingCylinder (float32 &CollisionRadius, float32 &CollisionHalfHeight, bool bNonColliding=false, bool bIncludeFromChildActors=false) const
 Get half-height/radius of a big axis-aligned cylinder around this actors registered colliding components, or all registered components if bNonColliding is false.
void GetSimpleCollisionCylinder (float32 &CollisionRadius, float32 &CollisionHalfHeight) const
 Get axis-aligned cylinder around this actor, used for simple collision checks (ie Pawns reaching a destination). If IsRootComponentCollisionRegistered() returns true, just returns its bounding cylinder, otherwise falls back to GetComponentsBoundingCylinder.
FVector GetSimpleCollisionCylinderExtent () const
 Returns collision extents vector for this Actor, based on GetSimpleCollisionCylinder().
float32 GetSimpleCollisionHalfHeight () const
 Returns the half height of the collision cylinder from GetSimpleCollisionCylinder().
float32 GetSimpleCollisionRadius () const
 Returns the radius of the collision cylinder from GetSimpleCollisionCylinder().
bool GetbOnlyRelevantToOwner () const
 If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
void SetbOnlyRelevantToOwner (bool Value)
 If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
bool GetbAlwaysRelevant () const
 Always relevant for network (overrides bOnlyRelevantToOwner).
void SetbAlwaysRelevant (bool Value)
 Always relevant for network (overrides bOnlyRelevantToOwner).
void SetbReplicateMovement (bool Value)
 If true, replicate movement/location related properties. Actor must also be set to replicate. See: SetReplicates() See: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors.
void SetbCallPreReplication (bool Value)
void SetbCallPreReplicationForReplay (bool Value)
bool GetbHidden () const
 Allows us to only see this Actor in the Editor, and not in the actual game. See: SetActorHiddenInGame().
void SetbHidden (bool Value)
 Allows us to only see this Actor in the Editor, and not in the actual game. See: SetActorHiddenInGame().
void SetbIsMainWorldOnly (bool Value)
 If checked, this Actor will only get loaded in a main world (persistent level), it will not be loaded through Level Instances.
void SetbNetLoadOnClient (bool Value)
 This actor will be loaded on network clients during map load.
bool GetbNetUseOwnerRelevancy () const
 If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority.
void SetbNetUseOwnerRelevancy (bool Value)
 If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority.
void SetbRelevantForLevelBounds (bool Value)
 If true, this actor's component's bounds will be included in the level's bounding box unless the Actor's class has overridden IsLevelBoundsRelevant.
void SetbReplayRewindable (bool Value)
 If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.
void SetbAllowTickBeforeBeginPlay (bool Value)
 Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don't tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.
void SetbNeverApplyTickOptimizations (bool Value)
 THQNBCN Start BFG_JConradie : Tick Optimizer - new data flags exposed to the editor indicates that this actor should NEVER not meant to be changed at runtime - only set this before BeginPlay is called.
bool GetbAutoDestroyWhenFinished () const
 If true then destroy self when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight.
bool GetbCanBeDamaged () const
 Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. See: https://www.unrealengine.com/blog/damage-in-ue4 See: TakeDamage(), ReceiveDamage().
void SetbCanBeDamaged (bool Value)
 Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. See: https://www.unrealengine.com/blog/damage-in-ue4 See: TakeDamage(), ReceiveDamage().
void SetbBlockInput (bool Value)
 If true, all input on the stack below this actor will not be considered.
bool GetbFindCameraComponentWhenViewTarget () const
 If true, this actor should search for an owned camera component to view through when used as a view target.
void SetbFindCameraComponentWhenViewTarget (bool Value)
 If true, this actor should search for an owned camera component to view through when used as a view target.
bool GetbGenerateOverlapEventsDuringLevelStreaming () const
 If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. See: UpdateOverlapsMethodDuringLevelStreaming.
void SetbGenerateOverlapEventsDuringLevelStreaming (bool Value)
 If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. See: UpdateOverlapsMethodDuringLevelStreaming.
void SetbIgnoresOriginShifting (bool Value)
 Whether this actor should not be affected by world origin shifting.
bool GetbEnableAutoLODGeneration () const
 Whether this actor should be considered or not during HLOD generation.
void SetbEnableAutoLODGeneration (bool Value)
 Whether this actor should be considered or not during HLOD generation.
void SetbIsEditorOnlyActor (bool Value)
 Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds.
bool GetbReplicates () const
 If true, this actor will replicate to remote machines See: SetReplicates().
void SetbReplicates (bool Value)
 If true, this actor will replicate to remote machines See: SetReplicates().
void SetbCanBeInCluster (bool Value)
 If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance.
bool GetbReplicateUsingRegisteredSubObjectList () const
 When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.
void SetbReplicateUsingRegisteredSubObjectList (bool Value)
 When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.
void SetbAsyncPhysicsTickEnabled (bool Value)
 Whether to use use the async physics tick with this actor.
const ENetDormancy & GetNetDormancy () const
 Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.
void SetInstigator (APawn Value)
 Pawn responsible for damage and other gameplay events caused by this actor.
void SetRootComponent (USceneComponent Value)
 The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow.
void SetbOptimizeBPComponentData (bool Value)
 Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.
void SetbIsSpatiallyLoaded (bool Value)
 Determine if this actor is spatially loaded when placed in a partitioned world. If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.
UActorComponent CreateComponent (TSubclassOf< UActorComponent > ComponentClass, FName WithName=NAME_None)
UActorComponent GetComponent (TSubclassOf< UActorComponent > ComponentClass, FName WithName=NAME_None)
UActorComponent GetOrCreateComponent (TSubclassOf< UActorComponent > ComponentClass, FName WithName=NAME_None)
void GetAllComponents (UClass ComponentClass, TArray< UActorComponent > &OutComponents)
AActor GetParentActor () const
 If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component.
void OnBecomeViewTarget (APlayerController PC)
 Event called when this Actor becomes the view target for the given PlayerController.
void DestroyActor ()
 Destroy the actor.
UChildActorComponent GetParentComponent () const
 If this Actor was created by a Child Actor Component returns that Child Actor Component.
FName GetAttachParentSocketName () const
 Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. If we are not attached to a component in a different actor, returns NAME_None.
void OnEndViewTarget (APlayerController PC)
 Event called when this Actor is no longer the view target for the given PlayerController.
void OnReset ()
 Event called when this Actor is reset to its initial state - used when restarting level without reloading.
TArray< UActorComponent > GetComponentsByInterface (TSubclassOf< UInterface > Interface) const
 Gets all the components that implements the given interface.
bool IsChildActor () const
 Returns whether this Actor was spawned by a child actor component.
bool ActorHasTag (FName Tag) const
 See if this actor's Tags array contains the supplied name tag.
UActorComponent GetComponentByClass (TSubclassOf< UActorComponent > ComponentClass) const
 Searches components array and returns first encountered component of the specified class.
void GetActorEyesViewPoint (FVector &OutLocation, FRotator &OutRotation) const
 Returns the point of view of the actor. Note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.
void SetLifeSpan (float32 InLifespan)
 Set the lifespan of this actor. When it expires the object will be destroyed. If requested lifespan is 0, the timer is cleared and the actor will not be destroyed.
void SetOwner (AActor NewOwner)
 Set the owner of this Actor, used primarily for network replication.
TArray< UActorComponent > GetComponentsByClass (TSubclassOf< UActorComponent > ComponentClass) const
 Gets all the components that inherit from the given class. Currently returns an array of UActorComponent which must be cast to the correct type. This intended to only be used by blueprints. Use GetComponents() in C++.
TArray< UActorComponent > GetComponentsByTag (TSubclassOf< UActorComponent > ComponentClass, FName Tag) const
 Gets all the components that inherit from the given class with a given tag.
UActorComponent FindComponentByTag (TSubclassOf< UActorComponent > ComponentClass, FName Tag) const
 Searches components array and returns first encountered component with a given tag.
AActor GetAttachParentActor () const
 Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. If we are not attached to a component in a different actor, returns nullptr.
float32 GetGameTimeSinceCreation () const
 The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds.
float32 GetActorTimeDilation () const
 Get ActorTimeDilation - this can be used for input control or speed control for slomo. We don't want to scale input globally because input can be used for UI, which do not care for TimeDilation.
void GetAllChildActors (TArray< AActor > &ChildActors, bool bIncludeDescendants=true) const
 Returns a list of all actors spawned by our Child Actor Components, including children of children. This does not return the contents of the Children array.
void GetAttachedActors (TArray< AActor > &OutActors, bool bResetArray=true, bool bRecursivelyIncludeAttachedActors=false) const
 Find all Actors which are attached directly to a component in this actor.
AActor GetOwner () const
 Get the owner of this Actor, used primarily for network replication.
float32 GetLifeSpan () const
 Get the remaining lifespan of this actor. If zero is returned the actor lives forever.
void SetTickableWhenPaused (bool bTickableWhenPaused)
 Sets whether this actor can tick when paused.
void SetActorTickInterval (float32 TickInterval)
 Sets the tick interval of this actor's primary tick function. Will not enable a disabled tick function. Takes effect on next tick.
void RemoveTickPrerequisiteActor (AActor PrerequisiteActor)
 Remove tick dependency on PrerequisiteActor.
float32 GetActorTickInterval () const
 Returns the tick interval of this actor's primary tick function.
void AddTickPrerequisiteActor (AActor PrerequisiteActor)
 Make this actor tick after PrerequisiteActor. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired.
void AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Make this actor tick after PrerequisiteComponent. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired.
void RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Remove tick dependency on PrerequisiteComponent.
bool GetTickableWhenPaused ()
 Gets whether this actor can tick when paused.
bool IsActorTickEnabled () const
 Returns whether this actor has tick enabled or not.
void SetActorTickEnabled (bool bEnabled)
 Set this actor's tick functions to be enabled or disabled. Only has an effect if the function is registered This only modifies the tick function on actor itself.
void SetTickGroup (ETickingGroup NewTickGroup)
 Sets the ticking group for this actor.
bool GetActorEnableCollision () const
 Get current state of collision for the whole actor.
void GetActorBounds (bool bOnlyCollidingComponents, FVector &Origin, FVector &BoxExtent, bool bIncludeFromChildActors=false) const
 Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents).
void SetActorEnableCollision (bool bNewActorEnableCollision)
 Allows enabling/disabling collision for the whole actor.
void Hit (UPrimitiveComponent MyComp, AActor Other, UPrimitiveComponent OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult Hit)
 Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.
bool IsOverlappingActor (const AActor Other) const
 Check whether any component of this Actor is overlapping any component of another Actor.
void GetOverlappingActors (TArray< AActor > &OverlappingActors, TSubclassOf< AActor > ClassFilter=nullptr) const
 Returns list of actors this actor is overlapping (any component overlapping any component). Does not return itself.
void ActorBeginOverlap (AActor OtherActor)
 Event when this actor overlaps another actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. Note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
void GetOverlappingComponents (TArray< UPrimitiveComponent > &OverlappingComponents) const
 Returns list of components this actor is overlapping.
void ActorEndOverlap (AActor OtherActor)
 Event when an actor no longer overlaps another actor, and they have separated. Note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
void SetIsTemporarilyHiddenInEditor (bool bIsHidden)
 Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session.
void SetFolderPath (FName NewFolderPath)
 Assigns a new folder to this actor. Actor folder paths are only available in development builds.
FName GetFolderPath () const
 Returns this actor's folder path. Actor folder paths are only available in development builds.
bool IsTemporarilyHiddenInEditor (bool bIncludeParent=false) const
 Returns whether or not this actor was explicitly hidden in the editor for the duration of the current editor session.
FString GetDefaultActorLabel () const
 Returns this actor's default label (does not include any numeric suffix). Actor labels are only available in development builds.
bool IsSelectable () const
 Returns true if this actor can EVER be selected in a level in the editor. Can be overridden by specific actors to make them unselectable.
void SetActorLabel (FString NewActorLabel, bool bMarkDirty=true)
 Assigns a new label to this actor. Actor labels are only available in development builds.
const FString & GetActorLabel (bool bCreateIfNone=true) const
 Returns this actor's current label. Actor labels are only available in development builds.
bool IsHiddenEdAtStartup () const
 Returns true if the actor is hidden upon editor startup/by default, false if it is not.
bool IsHiddenEd () const
 Returns true if this actor is hidden in the editor viewports, also checking temporary flags.
bool IsEditable () const
 Returns true if this actor is allowed to be displayed, selected and manipulated by the editor.
bool IsActorBeingDestroyed () const
 Returns true if this actor is currently being destroyed, some gameplay events may be unsafe.
APawn GetInstigator () const
 Returns the instigator for this actor, or nullptr if there is none.
AController GetInstigatorController () const
 Returns the instigator's controller for this actor, or nullptr if there is none.
void PointDamage (float32 Damage, const UDamageType DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent HitComponent, FName BoneName, FVector ShotFromDirection, AController InstigatedBy, AActor DamageCauser, FHitResult HitInfo)
 Event when this actor takes POINT damage.
void RadialDamage (float32 DamageReceived, const UDamageType DamageType, FVector Origin, FHitResult HitInfo, AController InstigatedBy, AActor DamageCauser)
 Event when this actor takes RADIAL damage.
void AnyDamage (float32 Damage, const UDamageType DamageType, AController InstigatedBy, AActor DamageCauser)
 Event when this actor takes ANY damage.
void CreateInputComponent (TSubclassOf< UInputComponent > InputComponentToCreate)
 Creates an input component from the input component passed in.
void EnableInput (APlayerController PlayerController)
 Pushes this actor on to the stack of input being handled by a PlayerController.
void DisableInput (APlayerController PlayerController)
 Removes this actor from the stack of input being handled by a PlayerController.
ULevel GetLevel () const
 Return the ULevel that this Actor is part of.
FTransform GetLevelTransform () const
 Return the FTransform of the level this actor is a part of.
void ForceNetUpdate ()
 Force actor to be updated to clients/demo net drivers.
void SetNetDormancy (ENetDormancy NewDormancy)
 Puts actor in dormant networking state.
bool HasAuthority () const
 Returns whether this actor has network authority.
ENetRole GetRemoteRole () const
 Returns how much control the remote machine has over this actor.
void FlushNetDormancy ()
 Forces dormant actor to replicate but doesn't change NetDormancy state (i.e., they will go dormant again if left dormant).
ENetRole GetLocalRole () const
 Returns how much control the local machine has over this actor.
void TearOff ()
 Networking - Server - TearOff this actor to stop replication to clients. Will set bTearOff to true.
void SetReplicates (bool bInReplicates)
 Set whether this actor replicates to network clients. When this actor is spawned on the server it will be sent to clients as well. Properties flagged for replication will update on clients if they change on the server. Internally changes the RemoteRole property and handles the cases where the actor needs to be added to the network actor list.
void SetReplicateMovement (bool bInReplicateMovement)
 Set whether this actor's movement replicates to network clients.
float32 GetResimulationThreshold () const
 Get the error threshold in centimeters before this object should enforce a resimulation to trigger.
bool CanTriggerResimulation () const
 Can this body trigger a resimulation when Physics Prediction is enabled.
void SetActorHiddenInGame (bool bNewHidden)
 Sets the actor to be hidden in the game.
void PrestreamTextures (float32 Seconds, bool bEnableStreaming, int CinematicTextureGroups=0)
 Calls PrestreamTextures() for all the actor's meshcomponents.
bool WasRecentlyRendered (float32 Tolerance=0.200000) const
 Returns true if this actor has been rendered "recently", with a tolerance in seconds to define what "recent" means. e.g.: If a tolerance of 0.1 is used, this function will return true only if the actor was rendered in the last 0.1 seconds of game time.
void SetPhysicsReplicationMode (EPhysicsReplicationMode ReplicationMode)
 Set the physics replication mode of this body, via EPhysicsReplicationMode.
EPhysicsReplicationMode GetPhysicsReplicationMode ()
 Get the physics replication mode of this body, via EPhysicsReplicationMode.
bool AttachToComponent (USceneComponent Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
 Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.
FVector GetActorLocation () const
 Returns the location of the RootComponent of this Actor.
bool SetActorLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Move the Actor to the specified location.
bool SetActorLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Move the actor instantly to the specified location and rotation.
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the actor's RootComponent to the specified relative location.
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the actor's RootComponent to the specified relative rotation.
void DetachFromActor (EDetachmentRule LocationRule=EDetachmentRule ::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule ::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule ::KeepRelative)
 Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to.
bool AttachToActor (AActor ParentActor, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
 Attaches the RootComponent of this Actor to the supplied actor, optionally at a named socket.
void SetActorRelativeTransform (FTransform NewRelativeTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the actor's RootComponent to the specified relative transform.
bool SetActorTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the Actors transform to the specified one.
bool Teleport (FVector DestLocation, FRotator DestRotation)
 Teleport this actor to a new location. If the actor doesn't fit exactly at the location specified, tries to slightly move it out of walls and such.
void AttachRootComponentToActor (AActor InParentActor, FName InSocketName=NAME_None, EAttachLocation AttachLocationType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true)
void AttachRootComponentTo (USceneComponent InParent, FName InSocketName=NAME_None, EAttachLocation AttachLocationType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true)
void AddActorWorldTransformKeepScale (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of this actor in world space. Scale is unchanged.
void AddActorWorldTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of this actor in world space. Ignores scale and sets it to (1,1,1).
void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the rotation of this actor in world space.
void AddActorWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the location of this actor in world space.
void AddActorLocalTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of this component in its local reference frame.
bool SetActorRotation (FRotator NewRotation, bool bTeleportPhysics)
 Set the Actor's rotation instantly to the specified rotation.
void DetachRootComponentFromParent (bool bMaintainWorldPosition=true)
float32 GetSquaredHorizontalDistanceTo (const AActor OtherActor) const
 Returns the squared distance from this Actor to OtherActor, ignoring Z.
FVector GetActorForwardVector () const
 Get the forward (X) vector (length 1.0) from this Actor, in world space.
void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the rotation of this component in its local reference frame.
void AddActorLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the location of this component in its local reference frame.
float32 GetHorizontalDotProductTo (const AActor OtherActor) const
 Returns the dot product from this Actor to OtherActor, ignoring Z. Returns -2.0 on failure. Returns 0.0 for coincidental actors.
float32 GetHorizontalDistanceTo (const AActor OtherActor) const
 Returns the distance from this Actor to OtherActor, ignoring Z.
FVector GetActorUpVector () const
 Get the up (Z) vector (length 1.0) from this Actor, in world space.
FVector GetActorRightVector () const
 Get the right (Y) vector (length 1.0) from this Actor, in world space.
float32 GetSquaredDistanceTo (const AActor OtherActor) const
 Returns the squared distance from this Actor to OtherActor.
const FTransform & GetActorTransform () const
 Get the actor-to-world transform.
FRotator GetActorRotation () const
 Returns rotation of the RootComponent of this Actor.
float32 GetVerticalDistanceTo (const AActor OtherActor) const
 Returns the distance from this Actor to OtherActor, ignoring XY.
FVector GetActorScale3D () const
 Returns the Actor's world-space scale.
FVector GetVelocity () const
 Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent.
FVector GetActorRelativeScale3D () const
 Return the actor's relative scale 3d.
float32 GetDotProductTo (const AActor OtherActor) const
 Returns the dot product from this Actor to OtherActor. Returns -2.0 on failure. Returns 0.0 for coincidental actors.
void SetActorRelativeScale3D (FVector NewRelativeScale)
 Set the actor's RootComponent to the specified relative scale 3d.
void SetActorScale3D (FVector NewScale3D)
 Set the Actor's world-space scale.
float32 GetDistanceTo (const AActor OtherActor) const
 Returns the distance from this Actor to OtherActor.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Member Function Documentation

◆ RefreshCameraConfig()

void RefreshCameraConfig ( )

◆ Spawn()

AGothicCameraManager Spawn ( FVector Location = FVector :: ZeroVector,
FRotator Rotation = FRotator :: ZeroRotator,
FName Name = NAME_None,
ULevel Level = nullptr )
static

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ LineOfSightProbeSize

float32 LineOfSightProbeSize

Radius of the query probe for verifying line of sight between camera and view target (in cm).

◆ m_CurrentBehaviour

ECamConditions m_CurrentBehaviour

◆ m_EnemyCheckInterval

float32 m_EnemyCheckInterval

◆ m_ViewPitchMaxCache

float32 m_ViewPitchMaxCache

Maximum view pitch, in degrees.

◆ m_ViewPitchMinCache

float32 m_ViewPitchMinCache

Minimum view pitch, in degrees.