| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/DebugCameraController.h |
Include |
#include "Engine/DebugCameraController.h" |
class ADebugCameraController : public APlayerController
Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules.
To turn it on, please press Alt+C or both (left and right) analogs on XBox pad, or use the "ToggleDebugCamera" console command. Check the debug camera bindings in DefaultPawn.cpp for the camera controls.
Name | Description | ||
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uint32: 1 |
bEnableBufferVisualization |
Whether set view mode to display GBuffer visualization overview |
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uint32: 1 |
bEnableBufferVisualizationFullMode |
Whether set view mode to display GBuffer visualization full |
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uint32: 1 |
bIsBufferVisualizationInputSetup |
Whether GBuffer visualization overview inputs are set up |
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uint32: 1 |
bIsFrozenRendering |
Saves whether the FreezeRendering console command is active |
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uint32: 1 |
bIsOrbitingSelectedActor |
Whether to orbit selected actor. |
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uint32: 1 |
bLastDisplayEnabled |
Last display enabled setting before toggling buffer visualization overview |
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uint32: 1 |
bOrbitPivotUseCenter |
When orbiting, true if using actor center as pivot, false if using last selected hitpoint |
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uint32: 1 |
bShowSelectedInfo |
Whether to show information about the selected actor on the debug camera HUD. |
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DrawFrustum |
Visualizes the frustum of the camera |
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float |
InitialAccel |
Initial acceleration of the spectator pawn when we start possession. |
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float |
InitialDecel |
Initial deceleration of the spectator pawn when we start possession. |
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float |
InitialMaxSpeed |
Initial max speed of the spectator pawn when we start possession. |
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OriginalControllerRef |
Controller that was active before this was spawned |
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UPlayer * |
OriginalPlayer |
Player object that was active before this was spawned |
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AActor * |
SelectedActor |
Currently selected actor, may be invalid |
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SelectedComponent |
Currently selected component, may be invalid |
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SelectedHitPoint |
Selected hit point |
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float |
SpeedScale |
Allows control over the speed of the spectator pawn. |
Name | Description | |
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ADebugCameraController ( |
Name | Description | ||
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ApplySpeedScale() |
Adjusts movement speed limits based on SpeedScale. |
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BufferVisualizationMoveDown() |
Buffer overview move down |
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BufferVisualizationMoveLeft() |
Buffer overview move left |
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BufferVisualizationMoveRight() |
Buffer overview move right |
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BufferVisualizationMoveUp() |
Buffer overview move up |
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ConsumeAxisMotion ( |
Ignores axis motion |
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CycleViewMode() |
Cycle view mode |
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DecreaseCameraSpeed() |
Slows down camera movement |
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DecreaseFOV() |
Decreases camera field of vision |
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EnableDebugBuffers() |
Whether buffer visualization option should be enabled |
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EnableDebugViewmodes() |
Whether cycle viewmode option should be enabled |
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GetBufferMaterialName ( |
Get visualization buffer's material name used by post processing settings |
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GetBufferVisualizationOverviewTargets() |
Get buffer visualization overview targets based on console var |
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GetNextBuffer ( |
Get next buffer |
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GetNextBuffer |
Get next buffer |
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GetPivotForOrbit ( |
Gets pivot to use when orbiting |
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AActor * |
GetSelectedActor() |
Returns the currently selected actor, or null if it is invalid or not set |
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GetSelectedBufferMaterialName() |
Get current visualization buffer's material name |
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IncreaseCameraSpeed() |
Speeds up camera movement |
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IncreaseFOV() |
Increases camera field of vision |
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IsDisplayEnabled() |
Returns whether debug info display is enabled |
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OnActivate ( |
Function called on activation debug camera controller |
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OnDeactivate ( |
Function called on deactivation debug camera controller |
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PreProcessInputForOrbit ( |
Pre process input when orbiting |
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ReceiveOnActivate ( |
Function called on activation of debug camera controller. |
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ReceiveOnActorSelected ( |
Called when an actor has been selected with the primary key (e.g. left mouse button). |
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ReceiveOnDeactivate ( |
Function called on deactivation of debug camera controller. |
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Select ( |
Called when an actor has been selected with the primary key (e.g. left mouse button). |
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SelectTargetedObject() |
Selects the object the camera is aiming at. |
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SetBufferVisualizationFullMode ( |
Set buffer visualization full mode |
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SetDisplay ( |
Sets display of debug info and input commands. |
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SetPawnMovementSpeedScale ( |
Sets the pawn movement speed scale. |
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SetupBufferVisualizationOverviewInput() |
Sets up or clears input for buffer visualization overview |
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ShowDebugSelectedInfo() |
Sets whether to show information about the selected actor on the debug camera HUD.t |
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ToggleBufferVisualizationFullMode() |
Toggle buffer visualization full display |
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ToggleBufferVisualizationOverviewMode() |
Toggle buffer visualization overview |
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ToggleDisplay() |
Toggles the display of debug info and input commands for the Debug Camera. |
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ToggleFreezeRendering() |
Function called from key bindings command to save information about turning on/off FreezeRendering command. |
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ToggleOrbit ( |
Toggles camera orbit |
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ToggleOrbitCenter() |
Toggles camera orbit center |
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ToggleOrbitHitPoint() |
Toggles camera orbit hitpoint |
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Unselect() |
Called when the user pressed the deselect key, just before the selected actor is cleared. |
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UpdateRotationForOrbit ( |
Updates the rotation and location of player when orbiting |
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UpdateVisualizeBufferPostProcessing ( |
Update visualize buffer post processing settings |
Name | Description | ||
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AddCheats ( |
Notifies the server that the client has ticked gameplay code, and should no longer get the extended "still loading" timeout grace period |
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ConsoleCommand |
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EndSpectatingState() |
Event when no longer spectating. |
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PreProcessInput ( |
Method called prior to processing input |
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SetSpectatorPawn ( |
Set the spectator pawn. |
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SetupInputComponent() |
Allows the PlayerController to set up custom input bindings. |
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ASpectatorPa... |
SpawnSpectatorPawn() |
Custom spawn to spawn a default SpectatorPawn, to use as a spectator and initialize it. |
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UpdateHiddenComponents ( |
Builds a list of components that are hidden based upon gameplay |
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UpdateRotation ( |
Updates the rotation of player, based on ControlRotation after RotationInput has been applied. |
Name | Description | ||
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PostInitializeComponents() |
Overridden to create the player replication info and perform other mundane initialization tasks. |