UMatineeCameraShake

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

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Camera/CameraShake.h

Include

#include "Camera/CameraShake.h"

Syntax

class UMatineeCameraShake : public UCameraShakeBase

Remarks

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

Variables

Name Description

Public variable

UCameraAnim ...

 

Anim

Source camera animation to play. Can be null.

Public variable

float

 

AnimBlendInTime

Linear blend-in time.

Public variable

float

 

AnimBlendOutTime

Linear blend-out time.

Public variable

UCameraAnimInst ...

 

AnimInst

The playing instance of the CameraAnim-based shake, if any.

Public variable

float

 

AnimPlayRate

Scalar defining how fast to play the anim.

Public variable

float

 

AnimScale

Scalar defining how "intense" to play the anim.

Public variable

uint32 : 1

 

bRandomAnimSegment

If true, play a random snippet of the animation of length Duration.

Public variable

FFOscillator

 

FOVOscillation

FOV oscillation

Protected variable

float

 

FOVSinOffset

Current FOV sinusoidal offset.

Protected variable

float

 

InitialFOVSinOffset

Initial offset (could have been assigned at random).

Protected variable

FVector

 

InitialLocSinOffset

Initial offset (could have been assigned at random).

Protected variable

FVector

 

InitialRotSinOffset

Initial offset (could have been assigned at random).

Public variable

FVOscillator

 

LocOscillation

Positional oscillation

Protected variable

FVector

 

LocSinOffset

Current location sinusoidal offset.

Public variable

float

 

OscillationBlendInTime

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

Public variable

float

 

OscillationBlendOutTime

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

Public variable

float

 

OscillationDuration

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

Public variable

float

 

OscillatorTimeRemaining

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

Public variable

float

 

RandomAnimSegmentDuration

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

Public variable

FROscillator

 

RotOscillation

Rotational oscillation

Protected variable

FVector

 

RotSinOffset

Current rotational sinusoidal offset.

Protected variable

AActor *

 

TempCameraActorForCameraAnims

Temp actor to use for playing camera anims.

Constructors

Name Description

Public function

UMatineeCameraShake

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function

void

 

BlueprintUpdateCameraShake

(
    float DeltaTime,
    float Alpha,
    const FMinimalViewInfo & POV,
    FMinimalViewInfo & ModifiedPOV
)

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

Public function Const

bool

 

IsLooping()

Returns true if this camera shake will loop forever

Public function Const

bool

 

ReceiveIsFinished()

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

Public function

void

 

ReceivePlayShake

(
    float Scale
)

Called when the shake starts playing

Public function

void

 

ReceiveStopShake

(
    bool bImmediately
)

Called when the shake is explicitly stopped.

Public function

void

 

SetCurrentTimeAndApplyShake

(
    float NewTime,
    FMinimalViewInfo & POV
)

Sets current playback time and applies the shake (both oscillation and cameraanim) to the given POV.

Public function

void

 

SetTempCameraAnimActor

(
    AActor * Actor
)

Sets actor for playing camera anims

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