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

Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides. The default behavior for an actor used as the camera view target is to look for an attached camera component and use its location, rotation, and settings. More...

Public Member Functions

Functions
const float32 & GetFieldOfView () const
 The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode).
const float32 & GetOrthoWidth () const
 The desired width (in world units) of the orthographic view (ignored in Perspective mode).
const float32 & GetAutoPlaneShift () const
 Manually adjusts the planes of this camera, maintaining the distance between them. Positive moves out to the farplane, negative towards the near plane.
const float32 & GetOrthoNearClipPlane () const
 The near plane distance of the orthographic view (in world units).
void OnCameraMeshHiddenChanged ()
 Internal function for updating the camera mesh visibility in PIE.
const float32 & GetOrthoFarClipPlane () const
 The far plane distance of the orthographic view (in world units).
const float32 & GetAspectRatio () const
 Aspect Ratio (Width/Height).
const EAspectRatioAxisConstraint & GetAspectRatioAxisConstraint () const
 Override for the default aspect ratio axis constraint defined on the local player.
bool GetbConstrainAspectRatio () const
 If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.
void SetbConstrainAspectRatio (bool Value)
 If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.
bool GetbOverrideAspectRatioAxisConstraint () const
 Whether to override the default aspect ratio axis constraint defined on the local player.
void SetbOverrideAspectRatioAxisConstraint (bool Value)
 Whether to override the default aspect ratio axis constraint defined on the local player.
bool GetbUseFieldOfViewForLOD () const
 If true, account for the field of view angle when computing which level of detail to use for meshes.
void SetbUseFieldOfViewForLOD (bool Value)
 If true, account for the field of view angle when computing which level of detail to use for meshes.
bool GetbCameraMeshHiddenInGame () const
 If the camera mesh is visible in game. Only relevant when running editor builds.
void SetbCameraMeshHiddenInGame (bool Value)
 If the camera mesh is visible in game. Only relevant when running editor builds.
bool GetbLockToHmd () const
 True if the camera's orientation and position should be locked to the HMD.
void SetbLockToHmd (bool Value)
 True if the camera's orientation and position should be locked to the HMD.
bool GetbUsePawnControlRotation () const
 If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? See: APawn::GetViewRotation().
void SetbUsePawnControlRotation (bool Value)
 If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? See: APawn::GetViewRotation().
const ECameraProjectionMode & GetProjectionMode () const
 The type of camera.
const float32 & GetPostProcessBlendWeight () const
 Indicates if PostProcessSettings should be used when using this Camera to view through.
Public Member Functions inherited from USceneComponent
void SetHiddenInGame (bool NewHidden, bool bPropagateToChildren=false)
 Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay.
void SetRelativeLocation (FVector NewLocation)
bool GetShouldUpdatePhysicsVolume () const
 Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
USceneComponent GetChildComponentByClass (TSubclassOf< USceneComponent > ComponentClass)
void GetChildrenComponentsByClass (UClass ComponentClass, bool bIncludeAllDescendants, ?&OutChildren)
bool GetbShouldUpdatePhysicsVolume () const
 Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
void SetbShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume)
 Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
void AddLocalOffset (FVector DeltaLocation)
void AddLocalRotation (FRotator DeltaRotation)
void AddLocalRotation (FQuat DeltaRotation)
void AddLocalTransform (FTransform DeltaTransform)
void AddRelativeLocation (FVector DeltaLocation)
void AddRelativeRotation (FRotator DeltaRotation)
void AddRelativeRotation (FQuat DeltaRotation)
void AddWorldOffset (FVector DeltaLocation)
void AddWorldRotation (FRotator DeltaRotation)
void AddWorldRotation (FQuat DeltaRotation)
void AddWorldTransform (FTransform DeltaTransform)
void AttachToComponent (USceneComponent Parent, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget)
FBoxSphereBounds GetBounds () const
FQuat GetComponentQuat () const
FVector GetRelativeLocation () const
FRotator GetRelativeRotation () const
FVector GetRelativeScale3D () const
FVector GetShapeCenter () const
FQuat GetSocketQuaternion (FName SocketName)
bool IsAttachedTo (const USceneComponent CheckComponent) const
bool IsAttachedTo (const AActor CheckActor) const
void SetbVisualizeComponent (bool bVisualize)
void SetComponentQuat (FQuat NewRotation)
void SetShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume)
 Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
void SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation)
void SetRelativeLocationAndRotation (FVector NewLocation, FQuat NewRotation)
void SetRelativeRotation (FRotator NewRotation)
void SetRelativeRotation (FQuat NewRotation)
void SetRelativeTransform (FTransform NewTransform)
void SetWorldLocation (FVector NewLocation)
void SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation)
void SetWorldLocationAndRotation (FVector NewLocation, FQuat NewRotation)
void SetWorldRotation (FRotator NewRotation)
void SetWorldRotation (FQuat NewRotation)
void SetWorldTransform (FTransform NewTransform)
bool GetbAbsoluteLocation () const
 If RelativeLocation should be considered relative to the world, rather than the parent.
void SetbAbsoluteLocation (bool Value)
 If RelativeLocation should be considered relative to the world, rather than the parent.
bool GetbAbsoluteRotation () const
 If RelativeRotation should be considered relative to the world, rather than the parent.
void SetbAbsoluteRotation (bool Value)
 If RelativeRotation should be considered relative to the world, rather than the parent.
bool GetbAbsoluteScale () const
 If RelativeScale3D should be considered relative to the world, rather than the parent.
void SetbAbsoluteScale (bool Value)
 If RelativeScale3D should be considered relative to the world, rather than the parent.
bool GetbVisible () const
 Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
void SetbVisible (bool Value)
 Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
bool GetbHiddenInGame () const
 Whether to hide the primitive in game, if the primitive is Visible.
void SetbHiddenInGame (bool Value)
 Whether to hide the primitive in game, if the primitive is Visible.
bool GetbUseAttachParentBound () const
 If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
void SetbUseAttachParentBound (bool Value)
 If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
const EComponentMobility & GetMobility () const
 How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
void GetParentComponents (TArray< USceneComponent > &Parents) const
 Gets all attachment parent components up to and including the root component.
void GetChildrenComponents (bool bIncludeAllDescendants, TArray< USceneComponent > &Children) const
 Gets all components that are attached to this component, possibly recursively.
int GetNumChildrenComponents () const
 Gets the number of attached children components.
USceneComponent GetChildComponent (int ChildIndex) const
 Gets the attached child component at the specified location.
bool IsAnySimulatingPhysics () const
 Returns whether the specified body is currently using physics simulation.
bool IsSimulatingPhysics (FName BoneName=NAME_None) const
 Returns whether the specified body is currently using physics simulation.
APhysicsVolume GetPhysicsVolume () const
 Get the PhysicsVolume overlapping this component.
void SetVisibility (bool bNewVisibility, bool bPropagateToChildren=false)
 Set visibility of the component, if during game use this to turn on/off.
void ToggleVisibility (bool bPropagateToChildren=false)
 Toggle visibility of the component.
bool IsVisible () const
 Returns true if this component is visible in the current context.
TArray< FName > GetAllSocketNames () const
 Gets the names of all the sockets on the component.
USceneComponent GetAttachParent () const
 Get the SceneComponent we are attached to.
FTransform GetRelativeTransform () const
 Returns the transform of the component relative to its parent.
FVector GetRightVector () const
 Get the right (Y) unit direction vector from this component, in world space.
FVector GetForwardVector () const
 Get the forward (X) unit direction vector from this component, in world space.
FName GetAttachSocketName () const
 Get the socket we are attached to.
FVector GetComponentVelocity () const
 Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.
FRotator GetSocketRotation (FName InSocketName) const
 Get world-space socket or bone FRotator rotation.
FTransform GetSocketTransform (FName InSocketName, ERelativeTransformSpace TransformSpace=ERelativeTransformSpace ::RTS_World) const
 Get world-space socket transform.
FVector GetUpVector () const
 Get the up (Z) unit direction vector from this component, in world space.
bool DoesSocketExist (FName InSocketName) const
 Return true if socket with the given name exists.
void DetachFromParent (bool bMaintainWorldPosition=false, bool bCallModify=true)
FVector GetSocketLocation (FName InSocketName) const
 Get world-space socket or bone location.
void AddLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the location of the component in its local reference frame.
void AddLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the rotation of the component in its local reference frame.
void AddLocalTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of the component in its local reference frame. Scale is unchanged.
void AddRelativeLocation (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the translation of the component relative to its parent.
void AddRelativeRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta the rotation of the component relative to its parent.
void AddWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the location of the component in world space.
void AddWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the rotation of the component in world space.
void AddWorldTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of the component in world space. Ignores scale and sets it to (1,1,1).
void AddWorldTransformKeepScale (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of the component in world space. Scale is unchanged.
bool AttachTo (USceneComponent InParent, FName InSocketName=NAME_None, EAttachLocation AttachType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true)
bool AttachToComponent (USceneComponent Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
 Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered.
void DetachFromComponent (EDetachmentRule LocationRule=EDetachmentRule ::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule ::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule ::KeepRelative, bool bCallModify=true)
 Detach this component from whatever it is attached to. Automatically unwelds components that are welded together (see AttachToComponent), though note that some effects of welding may not be undone.
FVector GetWorldLocation () const
 Return location of the component, in world space.
FRotator GetWorldRotation () const
 Returns rotation of the component, in world space.
FVector GetWorldScale () const
 Returns scale of the component, in world space.
FTransform GetWorldTransform () const
 Get the current component-to-world transform for this component.
void SetRelativeLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the location of the component relative to its parent.
void SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the location and rotation of the component relative to its parent.
void SetRelativeRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the rotation of the component relative to its parent.
void SetRelativeTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the transform of the component relative to its parent.
void SetWorldLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Put this component at the specified location in world space. Updates relative location to achieve the final world location.
void SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the relative location and rotation of the component to put it at the supplied pose in world space.
void SetWorldRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Put this component at the specified rotation in world space. Updates relative rotation to achieve the final world rotation.
void SetWorldTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the transform of the component in world space.
void ResetRelativeTransform ()
 Reset the transform of the component relative to its parent. Sets relative location to zero, relative rotation to no rotation, and Scale to 1.
void SetAbsolute (bool bNewAbsoluteLocation=false, bool bNewAbsoluteRotation=false, bool bNewAbsoluteScale=false)
 Set which parts of the relative transform should be relative to parent, and which should be relative to world.
void SetWorldScale3D (FVector NewScale)
 Set the relative scale of the component to put it at the supplied scale in world space.
void SetMobility (EComponentMobility NewMobility)
 Set how often this component is allowed to move during runtime. Causes a component re-register if the component is already registered.
void SetRelativeScale3D (FVector NewScale3D)
 Set the non-uniform scale of the component relative to its parent.
Public Member Functions inherited from UActorComponent
void Tick (float32 DeltaSeconds)
 Event called every frame if tick is enabled.
EComponentCreationMethod GetComponentCreationMethod () const
void SetbIsEditorOnly (bool Value)
void EndPlay (EEndPlayReason EndPlayReason)
 Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
void BeginPlay ()
 Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
void MarkRenderStateDirty ()
bool HasBegunPlay () const
void SetbTickInEditor (bool Value)
bool IsVisualizationComponent () const
void SetIsVisualizationComponent (bool Value)
void AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds)
 Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
bool GetbReplicateUsingRegisteredSubObjectList () const
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
void SetbReplicateUsingRegisteredSubObjectList (bool Value)
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
bool GetbReplicates () const
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
void SetbReplicates (bool Value)
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
bool GetbAutoActivate () const
 Whether the component is activated at creation or must be explicitly activated.
void SetbAutoActivate (bool Value)
 Whether the component is activated at creation or must be explicitly activated.
void SetbEditableWhenInherited (bool Value)
 True if this component can be modified when it was inherited from a parent actor class.
void SetbCanEverAffectNavigation (bool Value)
 Whether this component can potentially influence navigation.
bool GetbIsEditorOnly () const
 If true, the component will be excluded from non-editor builds.
bool IsBeingDestroyed () const
 Returns whether the component is in the process of being destroyed.
void SetIsReplicated (bool ShouldReplicate)
 Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
void DestroyComponent (UObject Object)
 Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
bool ComponentHasTag (FName Tag) const
 See if this component contains the supplied tag.
AActor GetOwner () const
 Follow the Outer chain to get the AActor that 'Owns' this component.
void SetAutoActivate (bool bNewAutoActivate)
 Sets whether the component should be auto activate or not. Only safe during construction scripts.
bool IsActive () const
 Returns whether the component is active or not.
void ToggleActive ()
 Toggles the active state of the component.
void SetActive (bool bNewActive, bool bReset=false)
 Sets whether the component is active or not.
void Activate (bool bReset=false)
 Activates the SceneComponent, should be overridden by native child classes.
void Deactivate ()
 Deactivates the SceneComponent.
float32 GetComponentTickInterval () const
 Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
void AddTickPrerequisiteActor (AActor PrerequisiteActor)
 Make this component tick after PrerequisiteActor.
void AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Make this component tick after PrerequisiteComponent.
void RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Remove tick dependency on PrerequisiteComponent.
void SetTickableWhenPaused (bool bTickableWhenPaused)
 Sets whether this component can tick when paused.
bool IsComponentTickEnabled () const
 Returns whether this component has tick enabled or not.
void SetTickGroup (ETickingGroup NewTickGroup)
 Changes the ticking group for this component.
void RemoveTickPrerequisiteActor (AActor PrerequisiteActor)
 Remove tick dependency on PrerequisiteActor.
void SetComponentTickIntervalAndCooldown (float32 TickInterval)
 Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
void SetComponentTickInterval (float32 TickInterval)
 Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
void SetComponentTickEnabled (bool bEnabled)
 Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
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

Static Public Member Functions

Static Functions
static UCameraComponent Get (const AActor Actor, FName WithName=NAME_None)
static UCameraComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UCameraComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from USceneComponent
static USceneComponent Get (const AActor Actor, FName WithName=NAME_None)
static USceneComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static USceneComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UActorComponent
static UActorComponent Get (const AActor Actor, FName WithName=NAME_None)
static UActorComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UActorComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

CameraOptions
bool bLockToHmd
 True if the camera's orientation and position should be locked to the HMD.
bool bUseFieldOfViewForLOD
 If true, account for the field of view angle when computing which level of detail to use for meshes.
bool bUsePawnControlRotation
 If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? @see APawn::GetViewRotation().
bool bConstrainAspectRatio
 If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.
EAspectRatioAxisConstraint AspectRatioAxisConstraint
 Override for the default aspect ratio axis constraint defined on the local player.
bool bOverrideAspectRatioAxisConstraint
 Whether to override the default aspect ratio axis constraint defined on the local player.
CameraSettings
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).
float32 OrthoWidth
 The desired width (in world units) of the orthographic view (ignored in Perspective mode).
float32 AspectRatio
 Aspect Ratio (Width/Height).
bool bUpdateOrthoPlanes
 Adjusts the near/far planes and the view origin of the current camera automatically to avoid clipping and light artefacting.
float32 FieldOfView
 The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode).
float32 OrthoNearClipPlane
 The near plane distance of the orthographic view (in world units).
bool bAutoCalculateOrthoPlanes
 Automatically determine a min/max Near/Far clip plane position depending on OrthoWidth value.
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 OrthoFarClipPlane
 The far plane distance of the orthographic view (in world units).
ECameraProjectionMode ProjectionMode
 The type of camera.
PostProcess
float32 PostProcessBlendWeight
 Indicates if PostProcessSettings should be used when using this Camera to view through.
FPostProcessSettings PostProcessSettings
 Post process settings to use for this camera. Don't forget to check the properties you want to override.
Public Attributes inherited from USceneComponent
EDetailMode DetailMode
 If detail mode is >= system detail mode, primitive won't be rendered.
EComponentMobility Mobility
 How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
FVector RelativeLocation
 Location of the component relative to its parent.
bool bAbsoluteRotation
 If RelativeRotation should be considered relative to the world, rather than the parent.
bool bAbsoluteLocation
 If RelativeLocation should be considered relative to the world, rather than the parent.
bool bAbsoluteScale
 If RelativeScale3D should be considered relative to the world, rather than the parent.
FRotator RelativeRotation
 Rotation of the component relative to its parent.
FVector RelativeScale3D
 Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc).
FVector WorldLocation
const FBoxSphereBounds Bounds
const USceneComponent AttachParent
 What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object.
FRotator WorldRotation
const FVector ShapeCenter
FQuat ComponentQuat
bool ShouldUpdatePhysicsVolume
 Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
const APhysicsVolume PhysicsVolume
 Physics Volume in which this SceneComponent is located *.
const FVector ComponentVelocity
 Velocity of the component. @see GetComponentVelocity().
const FName AttachSocketName
 Optional socket name on AttachParent that we are attached to.
FTransform WorldTransform
const FVector WorldScale
const int NumChildrenComponents
 Gets the number of attached children components.
bool bShouldUpdatePhysicsVolume
 Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume().
FPhysicsVolumeChanged PhysicsVolumeChangedDelegate
 Delegate that will be called when PhysicsVolume has been changed *.
bool bUseAttachParentBound
 If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
bool bVisible
 Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
bool bHiddenInGame
 Whether to hide the primitive in game, if the primitive is Visible.
const FVector ForwardVector
 Get the forward (X) unit direction vector from this component, in world space.
const FVector UpVector
 Get the up (Z) unit direction vector from this component, in world space.
FTransform RelativeTransform
 Returns the transform of the component relative to its parent.
const FVector RightVector
 Get the right (Y) unit direction vector from this component, in world space.
const TArray< FName > AllSocketNames
 Gets the names of all the sockets on the component.
Public Attributes inherited from UActorComponent
bool bAutoActivate
 Whether the component is activated at creation or must be explicitly activated.
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the component.
TArray< TObjectPtr< UAssetUserData > > AssetUserDataEditorOnly
 Array of user data stored with the component.
bool bReplicates
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
FActorComponentTickFunction PrimaryComponentTick
 Main tick function for the Component.
bool bIsEditorOnly
 If true, the component will be excluded from non-editor builds.
bool bReplicateUsingRegisteredSubObjectList
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
TArray< FName > ComponentTags
 Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
const EComponentCreationMethod ComponentCreationMethod
const AActor Owner
 Follow the Outer chain to get the AActor that 'Owns' this component.
FActorComponentDeactivateSignature OnComponentDeactivated
 Called when the component has been deactivated.
FActorComponentActivatedSignature OnComponentActivated
 Called when the component has been activated, with parameter indicating if it was from a reset.
float32 ComponentTickInterval
 Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
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

bool bCameraMeshHiddenInGame
 If the camera mesh is visible in game. Only relevant when running editor builds.
UStaticMesh CameraMesh
bool bDrawFrustumAllowed
 The Frustum visibility flag for draw frustum component initialization.
void SetOrthoWidth (float32 InOrthoWidth)
void GetCameraView (float32 DeltaTime, FMinimalViewInfo &DesiredView)
 Returns camera's Point of View. Called by Camera class. Subclass and postprocess to add any effects.
void SetAspectRatio (float32 InAspectRatio)
void SetAspectRatioAxisConstraint (EAspectRatioAxisConstraint InAspectRatioAxisConstraint)
void SetAutoCalculateOrthoPlanes (bool bAutoCalculate)
void SetAutoPlaneShift (float32 InAutoPlaneShift)
void SetConstraintAspectRatio (bool bInConstrainAspectRatio)
void SetFieldOfView (float32 InFieldOfView)
void SetOrthoFarClipPlane (float32 InOrthoFarClipPlane)
void SetOrthoNearClipPlane (float32 InOrthoNearClipPlane)
void SetUseFieldOfViewForLOD (bool bInUseFieldOfViewForLOD)
void SetPostProcessBlendWeight (float32 InPostProcessBlendWeight)
void SetProjectionMode (ECameraProjectionMode InProjectionMode)
void SetUpdateOrthoPlanes (bool bInUpdateOrthoPlanes)
void SetUseCameraHeightAsViewTarget (bool bInUseCameraHeightAsViewTarget)

Detailed Description

Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides. The default behavior for an actor used as the camera view target is to look for an attached camera component and use its location, rotation, and settings.

Member Function Documentation

◆ Create()

UCameraComponent Create ( AActor Actor,
FName WithName = NAME_None )
static

◆ Get()

UCameraComponent Get ( const AActor Actor,
FName WithName = NAME_None )
static

◆ GetAspectRatio()

const float32 & GetAspectRatio ( ) const

Aspect Ratio (Width/Height).

◆ GetAspectRatioAxisConstraint()

const EAspectRatioAxisConstraint & GetAspectRatioAxisConstraint ( ) const

Override for the default aspect ratio axis constraint defined on the local player.

◆ GetAutoPlaneShift()

const float32 & GetAutoPlaneShift ( ) const

Manually adjusts the planes of this camera, maintaining the distance between them. Positive moves out to the farplane, negative towards the near plane.

◆ GetbCameraMeshHiddenInGame()

bool GetbCameraMeshHiddenInGame ( ) const

If the camera mesh is visible in game. Only relevant when running editor builds.

◆ GetbConstrainAspectRatio()

bool GetbConstrainAspectRatio ( ) const

If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.

◆ GetbLockToHmd()

bool GetbLockToHmd ( ) const

True if the camera's orientation and position should be locked to the HMD.

◆ GetbOverrideAspectRatioAxisConstraint()

bool GetbOverrideAspectRatioAxisConstraint ( ) const

Whether to override the default aspect ratio axis constraint defined on the local player.

◆ GetbUseFieldOfViewForLOD()

bool GetbUseFieldOfViewForLOD ( ) const

If true, account for the field of view angle when computing which level of detail to use for meshes.

◆ GetbUsePawnControlRotation()

bool GetbUsePawnControlRotation ( ) const

If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? See: APawn::GetViewRotation().

◆ GetCameraView()

void GetCameraView ( float32 DeltaTime,
FMinimalViewInfo & DesiredView )

Returns camera's Point of View. Called by Camera class. Subclass and postprocess to add any effects.

◆ GetFieldOfView()

const float32 & GetFieldOfView ( ) const

The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode).

If the aspect ratio axis constraint (from ULocalPlayer, ALevelSequenceActor, etc.) is set to maintain vertical FOV, the AspectRatio property will be used to convert this property's value to a vertical FOV.

◆ GetOrCreate()

UCameraComponent GetOrCreate ( AActor Actor,
FName WithName = NAME_None )
static

◆ GetOrthoFarClipPlane()

const float32 & GetOrthoFarClipPlane ( ) const

The far plane distance of the orthographic view (in world units).

◆ GetOrthoNearClipPlane()

const float32 & GetOrthoNearClipPlane ( ) const

The near plane distance of the orthographic view (in world units).

◆ GetOrthoWidth()

const float32 & GetOrthoWidth ( ) const

The desired width (in world units) of the orthographic view (ignored in Perspective mode).

◆ GetPostProcessBlendWeight()

const float32 & GetPostProcessBlendWeight ( ) const

Indicates if PostProcessSettings should be used when using this Camera to view through.

◆ GetProjectionMode()

const ECameraProjectionMode & GetProjectionMode ( ) const

The type of camera.

◆ OnCameraMeshHiddenChanged()

void OnCameraMeshHiddenChanged ( )

Internal function for updating the camera mesh visibility in PIE.

◆ SetAspectRatio()

void SetAspectRatio ( float32 InAspectRatio)

◆ SetAspectRatioAxisConstraint()

void SetAspectRatioAxisConstraint ( EAspectRatioAxisConstraint InAspectRatioAxisConstraint)

◆ SetAutoCalculateOrthoPlanes()

void SetAutoCalculateOrthoPlanes ( bool bAutoCalculate)

◆ SetAutoPlaneShift()

void SetAutoPlaneShift ( float32 InAutoPlaneShift)

◆ SetbCameraMeshHiddenInGame()

void SetbCameraMeshHiddenInGame ( bool Value)

If the camera mesh is visible in game. Only relevant when running editor builds.

◆ SetbConstrainAspectRatio()

void SetbConstrainAspectRatio ( bool Value)

If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.

◆ SetbLockToHmd()

void SetbLockToHmd ( bool Value)

True if the camera's orientation and position should be locked to the HMD.

◆ SetbOverrideAspectRatioAxisConstraint()

void SetbOverrideAspectRatioAxisConstraint ( bool Value)

Whether to override the default aspect ratio axis constraint defined on the local player.

◆ SetbUseFieldOfViewForLOD()

void SetbUseFieldOfViewForLOD ( bool Value)

If true, account for the field of view angle when computing which level of detail to use for meshes.

◆ SetbUsePawnControlRotation()

void SetbUsePawnControlRotation ( bool Value)

If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? See: APawn::GetViewRotation().

◆ SetConstraintAspectRatio()

void SetConstraintAspectRatio ( bool bInConstrainAspectRatio)

◆ SetFieldOfView()

void SetFieldOfView ( float32 InFieldOfView)

◆ SetOrthoFarClipPlane()

void SetOrthoFarClipPlane ( float32 InOrthoFarClipPlane)

◆ SetOrthoNearClipPlane()

void SetOrthoNearClipPlane ( float32 InOrthoNearClipPlane)

◆ SetOrthoWidth()

void SetOrthoWidth ( float32 InOrthoWidth)

◆ SetPostProcessBlendWeight()

void SetPostProcessBlendWeight ( float32 InPostProcessBlendWeight)

◆ SetProjectionMode()

void SetProjectionMode ( ECameraProjectionMode InProjectionMode)

◆ SetUpdateOrthoPlanes()

void SetUpdateOrthoPlanes ( bool bInUpdateOrthoPlanes)

◆ SetUseCameraHeightAsViewTarget()

void SetUseCameraHeightAsViewTarget ( bool bInUseCameraHeightAsViewTarget)

◆ SetUseFieldOfViewForLOD()

void SetUseFieldOfViewForLOD ( bool bInUseFieldOfViewForLOD)

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AspectRatio

float32 AspectRatio

Aspect Ratio (Width/Height).

◆ AspectRatioAxisConstraint

EAspectRatioAxisConstraint AspectRatioAxisConstraint

Override for the default aspect ratio axis constraint defined on the local player.

◆ AutoPlaneShift

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.

◆ bAutoCalculateOrthoPlanes

bool bAutoCalculateOrthoPlanes

Automatically determine a min/max Near/Far clip plane position depending on OrthoWidth value.

◆ bCameraMeshHiddenInGame

bool bCameraMeshHiddenInGame

If the camera mesh is visible in game. Only relevant when running editor builds.

◆ bConstrainAspectRatio

bool bConstrainAspectRatio

If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.

◆ bDrawFrustumAllowed

bool bDrawFrustumAllowed

The Frustum visibility flag for draw frustum component initialization.

◆ bLockToHmd

bool bLockToHmd

True if the camera's orientation and position should be locked to the HMD.

◆ bOverrideAspectRatioAxisConstraint

bool bOverrideAspectRatioAxisConstraint

Whether to override the default aspect ratio axis constraint defined on the local player.

◆ bUpdateOrthoPlanes

bool bUpdateOrthoPlanes

Adjusts the near/far planes and the view origin of the current camera automatically to avoid clipping and light artefacting.

◆ bUseCameraHeightAsViewTarget

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).

◆ bUseFieldOfViewForLOD

bool bUseFieldOfViewForLOD

If true, account for the field of view angle when computing which level of detail to use for meshes.

◆ bUsePawnControlRotation

bool bUsePawnControlRotation

If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? @see APawn::GetViewRotation().

◆ CameraMesh

UStaticMesh CameraMesh

◆ FieldOfView

float32 FieldOfView

The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode).

If the aspect ratio axis constraint (from ULocalPlayer, ALevelSequenceActor, etc.) is set to maintain vertical FOV, the AspectRatio property will be used to convert this property's value to a vertical FOV.

◆ OrthoFarClipPlane

float32 OrthoFarClipPlane

The far plane distance of the orthographic view (in world units).

◆ OrthoNearClipPlane

float32 OrthoNearClipPlane

The near plane distance of the orthographic view (in world units).

◆ OrthoWidth

float32 OrthoWidth

The desired width (in world units) of the orthographic view (ignored in Perspective mode).

◆ PostProcessBlendWeight

float32 PostProcessBlendWeight

Indicates if PostProcessSettings should be used when using this Camera to view through.

◆ PostProcessSettings

FPostProcessSettings PostProcessSettings

Post process settings to use for this camera. Don't forget to check the properties you want to override.

◆ ProjectionMode

ECameraProjectionMode ProjectionMode

The type of camera.