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

Legacy camera shake which can do either oscillation or run camera anims. More...

Public Member Functions

Functions
void SetbRandomAnimSegment (bool Value)
 If true, play a random snippet of the animation of length Duration. Implies bLoop and bRandomStartTime = true for the AnimSequence. If false, play the full anim once, non-looped. Useful for getting variety out of a single looped AnimSequence asset.
void SetRootShakePattern (UCameraShakePattern InPattern)
 Sets the root pattern of this camera shake.
UCameraShakePattern GetRootShakePattern () const
 Gets the root pattern of this camera shake.
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

Camera Shakes
static ULegacyCameraShake StartLegacyCameraShakeFromSource (APlayerCameraManager PlayerCameraManager, TSubclassOf< ULegacyCameraShake > ShakeClass, UCameraShakeSourceComponent SourceComponent, float32 Scale=1.000000, ECameraShakePlaySpace PlaySpace=ECameraShakePlaySpace ::CameraLocal, FRotator UserPlaySpaceRot=FRotator())
 Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties.
static ULegacyCameraShake StartLegacyCameraShake (APlayerCameraManager PlayerCameraManager, TSubclassOf< ULegacyCameraShake > ShakeClass, float32 Scale=1.000000, ECameraShakePlaySpace PlaySpace=ECameraShakePlaySpace ::CameraLocal, FRotator UserPlaySpaceRot=FRotator())
 Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties.
Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UCameraShakeBase
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

AnimShake
float32 AnimPlayRate
 Scalar defining how fast to play the anim.
float32 AnimScale
 Scalar defining how "intense" to play the anim.
float32 AnimBlendInTime
 Linear blend-in time.
float32 RandomAnimSegmentDuration
 When bRandomAnimSegment is true, this defines how long the anim should play.
float32 AnimBlendOutTime
 Linear blend-out time.
UCameraAnimationSequence AnimSequence
 Source camera animation sequence to play. Can be null.
Oscillation
FFOscillator FOVOscillation
 FOV oscillation.
FROscillator RotOscillation
 Rotational oscillation.
FVOscillator LocOscillation
 Positional oscillation.
float32 OscillationDuration
 Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation.
float32 OscillationBlendOutTime
 Duration of the blend-out, where the oscillation scales from 1 to 0.
float32 OscillationBlendInTime
 Duration of the blend-in, where the oscillation scales from 0 to 1.
Public Attributes inherited from UCameraShakeBase
UCameraShakePattern RootShakePattern
 The root pattern for this camera shake.
float32 ShakeScale
 The overall scale to apply to the shake. Only valid when the shake is active.
bool bSingleInstance
 If true to only allow a single instance of this shake class to play at any given time. Subsequent attempts to play this shake will simply restart the timer.
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

CameraShake

float32 OscillatorTimeRemaining
 Time remaining for oscillation shakes. Less than 0.f means shake infinitely.
void StopShake (bool bImmediately)
 Called when the shake is explicitly stopped.
void PlayShake (float32 Scale)
 Called when the shake starts playing.
bool IsFinished () const
 Called to allow a shake to decide when it's finished playing.
void BlueprintUpdateCameraShake (float32 DeltaTime, float32 Alpha, FMinimalViewInfo POV, FMinimalViewInfo &ModifiedPOV)
 Called every tick to let the shake modify the point of view.

Detailed Description

Legacy camera shake which can do either oscillation or run camera anims.

Member Function Documentation

◆ BlueprintUpdateCameraShake()

void BlueprintUpdateCameraShake ( float32 DeltaTime,
float32 Alpha,
FMinimalViewInfo POV,
FMinimalViewInfo & ModifiedPOV )

Called every tick to let the shake modify the point of view.

◆ IsFinished()

bool IsFinished ( ) const

Called to allow a shake to decide when it's finished playing.

◆ PlayShake()

void PlayShake ( float32 Scale)

Called when the shake starts playing.

◆ SetbRandomAnimSegment()

void SetbRandomAnimSegment ( bool Value)

If true, play a random snippet of the animation of length Duration. Implies bLoop and bRandomStartTime = true for the AnimSequence. If false, play the full anim once, non-looped. Useful for getting variety out of a single looped AnimSequence asset.

◆ StartLegacyCameraShake()

ULegacyCameraShake StartLegacyCameraShake ( APlayerCameraManager PlayerCameraManager,
TSubclassOf< ULegacyCameraShake > ShakeClass,
float32 Scale = 1.000000,
ECameraShakePlaySpace PlaySpace = ECameraShakePlaySpace :: CameraLocal,
FRotator UserPlaySpaceRot = FRotator ( ) )
static

Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties.

◆ StartLegacyCameraShakeFromSource()

ULegacyCameraShake StartLegacyCameraShakeFromSource ( APlayerCameraManager PlayerCameraManager,
TSubclassOf< ULegacyCameraShake > ShakeClass,
UCameraShakeSourceComponent SourceComponent,
float32 Scale = 1.000000,
ECameraShakePlaySpace PlaySpace = ECameraShakePlaySpace :: CameraLocal,
FRotator UserPlaySpaceRot = FRotator ( ) )
static

Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties.

◆ StaticClass()

UClass StaticClass ( )
static

◆ StopShake()

void StopShake ( bool bImmediately)

Called when the shake is explicitly stopped.

Member Data Documentation

◆ AnimBlendInTime

float32 AnimBlendInTime

Linear blend-in time.

◆ AnimBlendOutTime

float32 AnimBlendOutTime

Linear blend-out time.

◆ AnimPlayRate

float32 AnimPlayRate

Scalar defining how fast to play the anim.

◆ AnimScale

float32 AnimScale

Scalar defining how "intense" to play the anim.

◆ AnimSequence

UCameraAnimationSequence AnimSequence

Source camera animation sequence to play. Can be null.

◆ FOVOscillation

FFOscillator FOVOscillation

FOV oscillation.

◆ LocOscillation

FVOscillator LocOscillation

Positional oscillation.

◆ OscillationBlendInTime

float32 OscillationBlendInTime

Duration of the blend-in, where the oscillation scales from 0 to 1.

◆ OscillationBlendOutTime

float32 OscillationBlendOutTime

Duration of the blend-out, where the oscillation scales from 1 to 0.

◆ OscillationDuration

float32 OscillationDuration

Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation.

◆ OscillatorTimeRemaining

float32 OscillatorTimeRemaining

Time remaining for oscillation shakes. Less than 0.f means shake infinitely.

◆ RandomAnimSegmentDuration

float32 RandomAnimSegmentDuration

When bRandomAnimSegment is true, this defines how long the anim should play.

◆ RotOscillation

FROscillator RotOscillation

Rotational oscillation.