G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UConversationCameraPresetFoVAngle Class Reference

Public Member Functions

Functions
void GetFocusPoint (FTransform InputTransform, AActor Speaker, AActor Listener, FVector &OutPoint, float32 &OutFoVAngle) const
 / Calculates Location of Focus point and FoV Angle
Public Member Functions inherited from UConversationCameraPresetBase
float32 ReverseCosRuleAngle (float32 Line1, float32 Line2, float32 OppositeLine) const
 / Calculates an Angle based on 3 sides of a triangle
FTransform CalculateCurrentTransform (AActor Speaker, AActor Listener) const
 Override this with the calculations for your Preset to get the new Camera Transform based on the parameters.
FLightSet CalculateLightSetValues (AGothicCharacter Speaker, AGothicCharacter Listener, AGothicCharacter Initiator, AGothicCharacter InitialListener, TArray< AGothicCharacter > AdditionalParticipants, UConversationCameraLightingAdjuster Adjuster)
 Collects Light Values From Preset and Modifiers and adjusts them based on Preset and Modifier Values.
void CopyValueStringToClipboard () const
 Override this with a function to copy a string to the clipboard that contains the valid syntax to create a new Preset with the given values.
float32 CosRuleLine (float32 Line1, float32 Line2, float32 Angle) const
 Calculates a side with 2 sides and the angle between them.
float32 GetInterpolationTime () const
 Returns a time since StartTime, dependant on Loop Mode.
FVector GetOffsetFromAngle (float32 Angle, float32 Length) const
 Calculates a Vector by going into the direction of an angle for a certain length.
void AddCurveKeyFromTransform (const FTransform InputTransform, float32 KeyTime, AActor Speaker, AActor Listener)
 Override this with a calculation to revert a given Camera Transform back to the input values your Preset would need to calculate that transform.
void SetFirstTransforms (FTransform SpeakerTransform, FTransform ListenerTransform)
void SetInvertSide (bool Value)
 Sets bool to invert yaw rotation if not ignored.
float32 SinRuleAngle (float32 KnownAngle, float32 OppositeLine, float32 InputLine) const
 Calculates an Angle of a triangle with a known Line, the Angle opposite to it and another line.
float32 SinRuleLine (float32 OppositeAngle, float32 OtherAngle, float32 OtherLine) const
 Calculates a side of a triangle by using the sine rule.
void TryAddSmoothTransition (ACameraActor Cam, AActor Speaker, AActor Listener)
 tries to set camera transform on curve for smooth transition
void UpdateCurrentActorTransforms (AActor Speaker, AActor Listener, float32 DeltaTime)
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 UClass StaticClass ()
Static Public Member Functions inherited from UConversationCameraPresetBase
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

ConversationCameraPresetFoVAngle
FRuntimeVectorCurve PositionFoVOffsetCurve
 Curve with offset values added to Location after calculations.
FRuntimeVectorCurve RotationFoVOffsetCurve
 Curve with offset values added to Rotation after calculations.
FRuntimeFloatCurve ViewAngleCurve
 Curve that determines the angle between the lines from cam to speaker and from cam to listener by multiplying with the FOV, should be between 0.1 and 0.9 for proper results.
FRuntimeVectorCurve AngleInputCurve
 Curve with Angles to calculate transform.
Public Attributes inherited from UConversationCameraPresetBase
float32 MaxHeightDifference
 Max Difference between Speaker and Listener height for this preset to be still valid.
FGameplayTagContainer AssociatedTags
 Container for searchable tags.
FLightSet LightingParameters
 Struct including all parameters and functions to adjust Dialog Lights.
FGameplayTagContainer PriorityInteractions
 If a Participant has one of these tags applied, this preset will have priority over others.
TArray< FPresetTransitionEntry > PossibleTransitions
TArray< TSubclassOf< UGothicConversationCameraModifier > > CameraModifiers
 Array with the names of Camera modifiers from the camera config we want to apply to this preset.
int InitialChoiceWeight
 Determines how like this Preset will be chosen in a random selection higher values will be chosen more likely value of 0 and below will never be chosen Only important for first choice, will be overwritten by Transitions later!
EConversationCameraHideMode HideMode
 Mode to determine if a participant should be hidden during this preset.
EConversationCameraLoopMode LoopMode
 Mode to determine how animated Presets should repeat after finishing.
EConversationCameraFocusMode FocusMode
 Determines a position for the camera to focus on.
EConversationCameraFocusTarget PitchAdjustTarget
 Determines a focus point for adjusting pitch based on height difference.
EConversationMultiParticipantMode MultiConversationValidity
 Determines if this Preset is Valid for different amounts of Participants.
float32 TransitionTime
 Value to determine animation lengths, Value of 0 will always remain still.
bool bAlwaysValid
 if true skips the valid function so it will always play
bool bIgnoreSideInvertsFromCamera
 if true will ignore SetInvertSide calls, bInvertSide member can still be changed manually
bool bInvertSide
 determines if the output transform should be on the opposite side of the speaker
bool bNeverUseForReverseShot
 If true this preset will not pass validity check if inverted Even applies to always valid presets.
bool bViableForAdditionalParticipants
 If true this Preset is viable while a participant who isn't Speaker or Main Listener is speaking/listening Otherwise this will fail the viability check.
FName AnimSequenceName
 Params for transition between cameras at the start UPROPERTY(EditAnywhere, BlueprintReadWrite) FViewTargetTransitionParams TransitionParams;.
float32 StartTime
 World Time this preset was first called by the Camera, used to calculate Preset runtime.
TSoftObjectPtr< AActor > ReferencePoint
 Soft Pointer to additional Actor that can be focused by the camera.
bool bStaticActorTransforms
 If true animated presets will use the First Transforms of Speaker and Listener after the start as positional reference. If false the Animation will adjust to the Actors position during its runtime.
float32 SqueezeFactor
 Squeeze Factor influences the size of the Camera Preview Window.
FPlateCropSettings CropSettings
 Crop Settings influence the size of the Camera Preview Window.
FName PresetName
 Name used to specifically call this Preset. Can be used to generate new Classname in CopyValueStringToClipboard().
float32 MinHeightDifference
 Min Difference between Speaker and Listener height for this preset to be valid.
float32 MaxDistance
 Max Difference between Speaker and Listener distance for this preset to be still valid.
float32 MinDistance
 Min Difference between Speaker and Listener distance for this preset to be valid.
FGameplayTagContainer RequiredCharacterTagsSpeaker
 Speaker needs to have ALL of these tags for this preset to be valid.
FGameplayTagContainer RequiredCharacterTagsListener
 Listener needs to have ALL of these tags for this preset to be valid.
FGameplayTagContainer RequiredTagsSpeakerOrListener
 Speaker OR Listener needs to have ALL of these tags for this preset to be valid.
FGameplayTagContainer ForbiddenCharacterTagsSpeaker
 Speaker needs to have NONE of these tags for this preset to be valid.
FGameplayTagContainer ForbiddenCharacterTagsListener
 Listener needs to have NONE of these tags for this preset to be valid.
FGameplayTagContainer ForbiddenTagsSpeakerAndListener
 Speaker AND Listener needs to have NONE of these tags for this preset to be valid.
bool bOnlyUseAsDefaultWithSameTag
 When this Preset tagged as default, only select it if one of its other Tags fits the requested Preset Tag.
FString CameraTransformBone
 Bone name used as reference point for the camera transform.
FString FilmbackPresetName
bool bDoObstructionCheckSpeaker
bool bDoObstructionCheckListener
bool bDoObstructionCheckMiddle
bool bDoObstructionCheckFootHeightSpeaker
bool bDoObstructionCheckFootHeightListener
FRuntimeFloatCurve CameraFoVCurve
 Curve for Camera FoV Values.
FRuntimeFloatCurve CameraApertureCurve
 Camera Aperture, keep in mind this is clamped by min/max values of the CineCamera.
FRuntimeFloatCurve CameraDoFOffsetCurve
 Curve for Offset Values added to the Focus Distance from FocusMode.
FRuntimeFloatCurve CameraFocalLengthCurve
 Curve for Camera Focal Length.
FString CameraFocusBone
 Bone name used as reference point for the camera focus.
float32 CameraFocusPointOffset
 Manual offset to the CameraFocusBone location.
const float32 InterpolationTime
 Returns a time since StartTime, dependant on Loop Mode.
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

Member Function Documentation

◆ GetFocusPoint()

void GetFocusPoint ( FTransform InputTransform,
AActor Speaker,
AActor Listener,
FVector & OutPoint,
float32 & OutFoVAngle ) const

/ Calculates Location of Focus point and FoV Angle

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AngleInputCurve

FRuntimeVectorCurve AngleInputCurve

Curve with Angles to calculate transform.

◆ PositionFoVOffsetCurve

FRuntimeVectorCurve PositionFoVOffsetCurve

Curve with offset values added to Location after calculations.

◆ RotationFoVOffsetCurve

FRuntimeVectorCurve RotationFoVOffsetCurve

Curve with offset values added to Rotation after calculations.

◆ ViewAngleCurve

FRuntimeFloatCurve ViewAngleCurve

Curve that determines the angle between the lines from cam to speaker and from cam to listener by multiplying with the FOV, should be between 0.1 and 0.9 for proper results.