| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Camera/CameraShakeSourceComponent.h |
Include |
#include "Camera/CameraShakeSourceComponent.h" |
class UCameraShakeSourceComponent : public USceneComponent
Name | Description | ||
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Attenuation |
The attenuation profile for how camera shakes' intensity falls off with distance |
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bAutoPlay |
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TSubclassOf< UC... |
CameraShake |
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UTexture2D *... |
EditorSpriteTexture |
Sprite to display in the editor. |
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float |
EditorSpriteTextureScale |
Sprite scaling for display in the editor. |
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float |
InnerAttenuationRadius |
Under this distance from the source, the camera shakes are at full intensity |
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float |
OuterAttenuationRadius |
Outside of this distance from the source, the camera shakes don't apply at all |
Name | Description | |
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UCameraShakeSourceComponent ( |
Name | Description | ||
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float |
GetAttenuationFactor ( |
Computes an attenuation factor from this source |
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Play() |
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PlayCameraShake ( |
Starts a new camera shake originating from this source, and apply it on all player controllers |
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StopAllCameraShakes ( |
Stops all currently active camera shakes that are originating from this source from all player controllers |
Name | Description | ||
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BeginPlay() |
Begins Play for the component. |
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EndPlay ( |
Ends gameplay for this component. |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PreEditChange ( |
This is called when a property is about to be modified externally |