UMatineeCameraShake

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

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

GameplayCameras

Header

/Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/MatineeCameraShake.h

Include

#include "MatineeCameraShake.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, HideCategories=(CameraShakePattern))
class UMatineeCameraShake : public UCameraShakeBase

Remarks

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

Variables

Name Description

Public variable UProperty Category, EditAnywhere

UCameraAnim ...

 

Anim

Source camera animation to play. Can be null.

Public variable UProperty Category, EditAnywhere, Meta

float

 

AnimBlendInTime

Linear blend-in time.

Public variable UProperty Category, EditAnywhere, Meta

float

 

AnimBlendOutTime

Linear blend-out time.

Public variable UProperty Category BlueprintReadOnly Transient

UCameraAnimInst...

 

AnimInst

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

Public variable UProperty Category, EditAnywhere, Meta

float

 

AnimPlayRate

Scalar defining how fast to play the anim.

Public variable UProperty Category, EditAnywhere, Meta

float

 

AnimScale

Scalar defining how "intense" to play the anim.

Public variable UProperty Category, EditAnywhere

UCameraAnimatio...

 

AnimSequence

Source camera animation sequence to play. Can be null, but can't have both Anim and AnimSequence.

Public variable UProperty Category, EditAnywhere

uint32: 1

 

bRandomAnimSegment

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

Public variable UProperty Category, EditAnywhere, Meta

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 UProperty Category, EditAnywhere, Meta

FVOscillator

 

LocOscillation

Positional oscillation

Protected variable

FVector

 

LocSinOffset

Current location sinusoidal offset.

Public variable UProperty Category, EditAnywhere, Meta

float

 

OscillationBlendInTime

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

Public variable UProperty Category, EditAnywhere, Meta

float

 

OscillationBlendOutTime

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

Public variable UProperty Category, EditAnywhere

float

 

OscillationDuration

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

Public variable UProperty Category BlueprintReadOnly Transient

float

 

OscillatorTimeRemaining

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

Public variable UProperty Category, EditAnywhere, Meta

float

 

RandomAnimSegmentDuration

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

Public variable UProperty Category, EditAnywhere, Meta

FROscillator

 

RotOscillation

Rotational oscillation

Protected variable

FVector

 

RotSinOffset

Current rotational sinusoidal offset.

Protected variable UProperty instanced

USequenceCamera...

 

SequenceShakePattern

Sequence shake pattern for when using a sequence instead of a camera anim

Protected variable

FCameraShakeSta...

 

SequenceShakeState

State tracking for the sequence shake pattern

Protected variable

TWeakObjectPtr<...

 

TempCameraActorForCameraAnims

Temp actor to use for playing camera anims.

Constructors

Name Description

Public function

UMatineeCameraShake

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function UFunction Category, BlueprintImplementableEvent

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 UFunction Category blueprintnativeevent

bool

 

ReceiveIsFinished()

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

Public function UFunction Category, BlueprintImplementableEvent

void

 

ReceivePlayShake

(
    float Scale
)

Called when the shake starts playing

Public function UFunction Category, BlueprintImplementableEvent

void

 

ReceiveStopShake

(
    bool bImmediately
)

Called when the shake is explicitly stopped.

Public function

void

 

SetTempCameraAnimActor

(
    AActor* Actor
)

Sets actor for playing camera anims

Public function Static UFunction BlueprintCallable, Category

UMatineeCame...

 

StartMatineeCameraShake

(
    APlayerCameraManager* PlayerCa...,
    TSubclassOf< UMatineeCameraShake > ...,
    float Scale,
    ECameraShakePlaySpace PlaySpace,
    FRotator UserPlaySpaceRot
)

Backwards compatible method used by core BP redirectors.

Public function Static UFunction BlueprintCallable, Category

UMatineeCame...

 

StartMatineeCameraShakeFromSource

(
    APlayerCameraManager* PlayerCa...,
    TSubclassOf< UMatineeCameraShake > ...,
    UCameraShakeSourceComponent* S...,
    float Scale,
    ECameraShakePlaySpace PlaySpace,
    FRotator UserPlaySpaceRot
)

Backwards compatible method used by core BP redirectors.

Deprecated Functions

Name Description

Public function

void

 

SetCurrentTimeAndApplyShake

(
    float NewTime,
    FMinimalViewInfo& POV
)

SetCurrentTimeAndApplyShake is deprecated, please use ScrubAndApplyCameraShake

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss