AVirtualCameraPlayerControllerBase

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

VirtualCamera

Header

/Engine/Plugins/Experimental/VirtualCamera/Source/VirtualCamera/Public/VirtualCameraPlayerControllerBase.h

Include

#include "VirtualCameraPlayerControllerBase.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract)
class AVirtualCameraPlayerControllerBase : public APlayerController

Variables

Name Description

Protected variable

FVector2D

 

AutoFocusScreenPosition

The 2D vector corresponding to which point on the screen will be used for autofocus

Protected variable UProperty Category BlueprintReadOnly Transient

bool

 

bCachedIsVirtualCameraControlledByRemoteSession

Cached value for IsVirtualCameraControlledByRemoteSession()

Protected variable UProperty Category BlueprintReadOnly Transient

bool

 

bCachedShouldUpdateTargetCameraTransform

Cached value for IsVirtualCameraControlledByRemoteSession()

Protected variable

EVirtualCameraF...

 

CurrentFocusMethod

The current focus method in use

Public variable UProperty Category, EditDefaultsOnly BlueprintReadWrite blueprintsetter

ETrackerInputSo...

 

InputSource

Allows user to select which tracker input should be used

Protected variable UProperty Transient

ULevelSequenceP...

 

LevelSequencePlaybackController

Controller for level sequence playback

Protected variable

ILiveLinkClient...

 

LiveLinkClient

Client interface to the LiveLink plugin for gathering data on an actor

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

FName

 

LiveLinkTargetName

Controller for level sequence playback

Public variable UProperty Category BlueprintAssignable

FVirtualCameraR...

 

OnOffsetReset

Public variable

FScriptDelegate

 

OnStop

Protected variable

ETouchInputStat...

 

PreviousTouchInput

The previous touch input state.

Public variable UProperty Category, EditAnywhere

TArray< FName >

 

RequiredSequencerRecorderCameraSettings

Array of any properties that should be recorded

Public variable UProperty Category BlueprintReadOnly Transient

AVPRootActor &#...

 

RootActor

Protected variable UProperty Transient

ACineCameraActo...

 

TargetCameraActor

Target camera that is spawned or possessed on begin play for the sequence controller

Public variable UProperty Category, EditAnywhere BlueprintReadOnly noclear

TSubclassOf< AC...

 

TargetCameraActorClass

Class of CameraActor to spawn to allow user to use their own customized camera

Protected variable

ETouchInputStat...

 

TouchInputState

The touch input state to determine the context of how touch input should be handled.

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

FTrackingOffset

 

TrackerPostOffset

Offset applied to calculated location after tracker transform is added

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

FTrackingOffset

 

TrackerPreOffset

Offset applied to calculated location before tracker transform is added

Constructors

Name Description

Public function

AVirtualCameraPlayerControllerBase

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

ActivateGameViewport()

Helper to bring the game viewport to front.

Public function UFunction BlueprintCallable, Category

void

 

AddBlendableToCamera

(
    TScriptInterface< IBlendableInterfa...,
    float Weight
)

Adds a blendable object to the camera's post process settings.

Protected function UFunction

void

 

BroadcastOffsetReset()

Broadcast offset resets when movement component broadcasts

Public function UFunction BlueprintCallable, Category

float

 

ChangeAperturePreset

(
    const bool bShiftUp
)

Adjusts the aperture of the camera to an adjacent preset value.

Public function UFunction BlueprintCallable, Category

float

 

ChangeFocalLengthPreset

(
    const bool bShiftUp
)

Adjust the focal length of the camera to an adjecent preset value.

Public function UFunction BlueprintCallable, Category

void

 

ClearActiveLevelSequence()

Clears the current level sequence player, needed when recording clean takes of something

Public function UFunction BlueprintCallable, Category

int32

 

DeletePreset

(
    FString PresetName
)

Deletes a preset using its name as the key.

Public function UFunction BlueprintCallable, Category

int32

 

DeleteScreenshot

(
    FString ScreenshotName
)

Deletes a screenshot, using its name as the key.

Public function UFunction BlueprintCallable, Category

int32

 

DeleteWaypoint

(
    FString WaypointName
)

Deletes a waypoint, using its name as the key.

Public function UFunction Category, BlueprintImplementableEvent

void

 

FocusMethodChanged

(
    EVirtualCameraFocusMethod NewFocusM...
)

Blueprint event for when the focus method is changed.

Public function UFunction BlueprintPure, Category

ULevelSequen...

 

GetActiveLevelSequence()

Returns the currently selected sequence

Public function UFunction BlueprintPure, Category

FString

 

GetActiveLevelSequenceName()

Returns the asset name of the currently selected sequence

Public function UFunction BlueprintPure, Category

float

 

GetAxisMovementScale

(
    EVirtualCameraAxis AxisToRetrieve
)

Gets movement scale for a specific axis.

Public function UFunction BlueprintPure, Category

float

 

GetAxisStabilizationScale

(
    EVirtualCameraAxis AxisToRetrieve
)

Gets stabalization scale for a specific axis.

Public function UFunction BlueprintPure, Category

float

 

GetCurrentAperture()

Get the current aperture value on the camera.

Public function UFunction BlueprintPure, Category

FString

 

GetCurrentFilmbackName()

Get the name of the current preset filmback option on the camera.

Public function UFunction BlueprintPure, Category

float

 

GetCurrentFocalLength()

Get the current focal length value on the camera.

Public function UFunction BlueprintPure, Category

float

 

GetCurrentFocusDistance()

Returns the current focus distance of the camera.

Public function UFunction BlueprintPure, Category

EVirtualCame...

 

GetCurrentFocusMethod()

Returns the current focus method.

Public function UFunction BlueprintPure, Category

FFrameRate

 

GetCurrentSequenceFrameRate()

Get the frame rate of the currently selected sequence

Public function UFunction BlueprintPure, Category

FFrameNumber

 

GetCurrentSequencePlaybackEnd()

Get the end position of the currently selected sequence

Public function UFunction BlueprintPure, Category

FFrameNumber

 

GetCurrentSequencePlaybackStart()

Get the start position of the currently selected sequence

Protected function

bool

 

GetCurrentTrackerLocationAndRotation

(
    FVector& OutTrackerLocation,
    FRotator& OutTrackerRotation
)

Get the current tracker location and rotation based on selected input method.

Public function UFunction Category, BlueprintImplementableEvent

void

 

GetCustomTrackerLocationAndRotation

(
    FVector& OutTrackerLocation,
    FRotator& OutTrackerRotation
)

Overridable function to allow user to get tracker data from blueprints.

Public function UFunction BlueprintPure, Category

EUnit

 

GetDesiredDistanceUnits()

Returns previously set unit of distance.

Public function Const UFunction BlueprintPure, Category

FString

 

GetDistanceInDesiredUnits

(
    const float InputDistance,
    const EUnit ConversionUnit
)

Converts a distance in unreal units (cm) to other units of measurement for display.

Public function UFunction BlueprintCallable, BlueprintPure, Category

bool

 

GetFilmbackPresetOptions

(
    TArray< FString >& OutFilmbackPres...
)

Stores the names of all available filmback presets into an array.

Public function UFunction BlueprintPure, Category

FColor

 

GetFocusPlaneColor()

Get the current color of the focus plane that should be used

Public function UFunction BlueprintPure, Category

FFrameNumber

 

GetLevelSequenceLength()

Gets the length of the currently selected level sequence

Public function UFunction BlueprintCallable, Category

void

 

GetLevelSequences

(
    TArray< FLevelSequenceData >& OutL...
)

Returns the names of each level sequence asset in the project

Public function UFunction BlueprintPure, Category

float

 

GetMatteAspectRatio()

Returns the current matte aspect ratio.

Public function UFunction BlueprintPure, Category

float

 

GetMatteOpacity()

Set the matte aspect ratio to a new value.

Public function UFunction BlueprintPure, Category

void

 

GetMatteValues

(
    TArray< float >& OutMatteValues
)

Returns the values of all matte options.

Public function UFunction BlueprintPure, Category

FFrameTime

 

GetPlaybackPosition()

Gets the playback position of the level sequence

Public function UFunction BlueprintPure, Category

FTimecode

 

GetPlaybackTimecode()

Gets the playback Timecode of the level sequence

Public function UFunction BlueprintPure, Category

void

 

GetScreenshotInfo

(
    FString ScreenshotName,
    FVirtualCameraScreenshot& OutScree...
)

Returns the information associated with a Screenshot.

Public function UFunction BlueprintPure, Category

void

 

GetScreenshotNames

(
    TArray< FString >& OutArray
)

Collects a list of existing screenshot names.

Public function UFunction BlueprintPure, Category

TMap< FStrin...

 

GetSettingsPresets()

Returns a sorted TMap of the current presets.

Public function UFunction BlueprintCallable, Category

ACineCameraA...

 

GetTargetCamera()

Returns the target camera that was spawned for this play

Public function UFunction BlueprintPure, Category

ETouchInputS...

 

GetTouchInputState()

Sets the current state of touch input.

Protected function Const

UVirtualCame...

 

GetVirtualCameraCineCameraComponent()

Convenience function to get camera component for UI functions.

Protected function Const

UVirtualCame...

 

GetVirtualCameraMovementComponent()

Convenience function to get movement component for UI functions

Protected function Const

AVirtualCame...

 

GetVirtualCameraPawn()

Gets the current Virtual Camera Pawn

Public function UFunction BlueprintPure, Category

void

 

GetWaypointInfo

(
    FString WaypointName,
    FVirtualCameraWaypoint& OutWaypoin...
)

Returns the information associated with a waypoint.

Public function UFunction BlueprintPure, Category

void

 

GetWaypointNames

(
    TArray< FString >& OutArray
)

Collects a list of existing waypoint names.

Public function

void

 

HandleRecordEnabledStateChange

(
    const bool bIsRecordEnabled
)

Function to handle delegate when form playback controller.

Public function UFunction BlueprintCallable, Category

void

 

InitializeAutoFocusPoint()

Sets the autofocus point to the correct starting location at the center of the screen

Public function UFunction BlueprintPure, Category

bool

 

IsAxisLocked

(
    EVirtualCameraAxis AxisToCheck
)

Checks if an axis is locked.

Public function Const UFunction BlueprintPure, Category

bool

 

IsFocusVisualizationActivated()

Checks whether or not focus visualization is activate

Public function UFunction BlueprintPure, Category

bool

 

IsFocusVisualizationAllowed()

Checks whether or not focus visualization can activate

Protected function Const

bool

 

IsLocationWithinMatte

(
    const FVector Location
)

Checks of the touch input

Public function UFunction BlueprintPure, Category

bool

 

IsPlaying()

Check to see if the sequence is playing

Public function UFunction BlueprintPure, Category

bool

 

IsSequencerLockedToCameraCut()

Gets the locked to camera cut from the active LevelSequence

Public function UFunction BlueprintPure, Category

bool

 

IsTouchInputInFocusMode()

Helper to check if touch input state is in a touch focus mode.

Public function UFunction BlueprintPure, Category

bool

 

IsUsingGlobalBoom()

Get whether or not global boom is being used when navigating with the joysticks

Protected function Const UFunction Category blueprintnativeevent

bool

 

IsVirtualCameraControlledByRemoteSession()

Is this machine should display the Virtual Camera UI and establish a connection with the remote session app.

Public function UFunction BlueprintCallable, Category

void

 

JumpToLevelSequenceEnd()

Goes to the end of the level sequence and pauses

Public function UFunction BlueprintCallable, Category

void

 

JumpToLevelSequenceStart()

Goes to the start of the level sequence and pauses

Public function UFunction BlueprintCallable, Category

void

 

JumpToPlaybackPosition

(
    const FFrameNumber& InFrameNumber
)

Sets the playback position of the level sequence.

Public function UFunction BlueprintCallable, Category

bool

 

LoadPreset

(
    FString PresetName
)

Loads a preset using its name as a string key.

Public function UFunction BlueprintCallable, Category

bool

 

LoadScreenshotView

(
    const FString& ScreenshotName
)

Moves a camera to the location where a screenshot was taken and restores camera settings used for that screenshot.

Protected function

void

 

OnMoveForward

(
    const float InValue
)

Handle moving forward/backward input from a controller or touch interface.

Protected function

void

 

OnMoveRight

(
    const float InValue
)

Handle moving left/right input from a controller or touch interface.

Protected function

void

 

OnMoveUp

(
    const float InValue
)

Handle moving up/down input from a controller or touch interface.

Public function UFunction Category, BlueprintImplementableEvent

void

 

OnRecordEnabledStateChanged

(
    bool bIsRecordEnabled
)

Blueprint Event for updating if a sequence can be recorded or not.

Public function UFunction Category, BlueprintImplementableEvent

void

 

OnStopped()

Blueprint Event for when a sequence stops playing.

Protected function

void

 

OnTouchInput

(
    const ETouchIndex::Type TouchIndex,
    const FVector Location
)

Determine how to handle touch input based on current context.

Public function UFunction BlueprintCallable, Category

void

 

PauseLevelSequence()

Pauses the playing of the current level sequence.

Protected function

void

 

PilotTargetedCamera

Pilot the controlled camera during recording, copying over settings from the pawn.

Public function UFunction BlueprintCallable, Category

void

 

PlayLevelSequence()

Plays current level sequence

Public function UFunction BlueprintCallable, Category

void

 

PlayLevelSequenceInReverse()

Plays current level sequence in reverse

Public function UFunction BlueprintCallable, Category

void

 

ResetCameraOffsetsToTracker()

Moves the camera back to actor root and aligns rotation with the input tracker.

Public function UFunction BlueprintCallable, Category

void

 

ResumeLevelSequencePlay()

Plays current level sequence from the current time.

Public function UFunction BlueprintCallable, Category

void

 

SaveHomeWaypoint

(
    const FString& NewHomeWaypointName
)

Stores the new home waypoint location.

Public function UFunction BlueprintCallable, Category

FString

 

SavePreset

(
    bool bSaveCameraSettings,
    bool bSaveStabilization,
    bool bSaveAxisLocking,
    bool bSaveMotionScale
)

Saves a preset into the list of presets.

Public function UFunction BlueprintCallable, Category

FString

 

SaveWaypoint()

Stores the current pawn location as a waypoint.

Public function UFunction BlueprintCallable, Category

bool

 

SetActiveLevelSequence

(
    ULevelSequence* InNewLevelSequ...
)

Changes the active level sequence to a new level sequence.

Public function UFunction BlueprintCallable, Category

void

 

SetAllowFocusPlaneVisualization

(
    bool bShouldAllowFocusVisualization
)

Sets whether or not to use focus visualization

Public function UFunction BlueprintCallable, Category

float

 

SetAxisStabilizationScale

(
    EVirtualCameraAxis AxisToAdjust,
    float NewStabilizationAmount
)

Sets the stabilization rate for a given lock.

Public function UFunction BlueprintCallable, Category

void

 

SetCurrentAperture

(
    float NewAperture
)

Set the current aperture value on the camera.

Public function UFunction BlueprintCallable, Category

void

 

SetCurrentFocalLength

(
    const float NewFocalLength
)

Sets the current focal length of the cinematic camera to a given value.

Public function UFunction BlueprintCallable, Category

void

 

SetCurrentFocusDistance

(
    const float NewFocusDistance
)

Sets the current focus distance of the cinematic camera to a given value.

Public function UFunction BlueprintCallable, Category

void

 

SetDesiredDistanceUnits

(
    const EUnit DesiredUnits
)

Sets unit of distance.

Public function UFunction BlueprintCallable, Category

bool

 

SetFilmbackPresetOption

(
    const FString& NewFilmbackPreset
)

Set the filmback settings to a new filmback preset.

Protected function

void

 

SetFocusDistanceThroughPoint

(
    const FVector2D ScreenPosition
)

Sets the focus distance through a point on the screen.

Protected function

void

 

SetFocusDistanceToActor

(
    const ETouchIndex::Type TouchIndex,
    const FVector& Location
)

Sets the focus distance to an object selected by the player based on touch input.

Public function UFunction BlueprintCallable, Category

void

 

SetFocusMethod

(
    const EVirtualCameraFocusMethod New...
)

Sets the camera focus method.

Public function UFunction BlueprintCallable, Category

void

 

SetFocusPlaneColor

(
    const FColor NewFocusPlaneColor
)

Changes focus plane color.

Public function UFunction BlueprintCallable, Category

void

 

SetFocusVisualization

(
    bool bShowFocusVisualization
)

Toggles focus visualization tools on camera.

Public function UFunction Category blueprintsetter

void

 

SetInputSource

(
    ETrackerInputSource InInputSource
)

Set the input source

Public function UFunction BlueprintCallable, Category

bool

 

SetMatteAspectRatio

(
    const float NewMatteAspectRatio
)

Set the matte aspect ratio to a new value.

Public function UFunction BlueprintCallable, Category

void

 

SetMatteOpacity

(
    const float NewMatteOpacity
)

Set the matte aspect ratio to a new value.

Public function UFunction BlueprintCallable, Category

void

 

SetMovementScale

(
    const EVirtualCameraAxis AxisToAdju...,
    const float NewMovementScale
)

Sets the movement scale of the camera actor.

Public function UFunction BlueprintCallable, Category

void

 

SetPresetFavoriteStatus

(
    const FString& PresetName,
    const bool bIsFavorite
)

Sets whether or not a preset is favorited

Public function UFunction BlueprintCallable, Category

void

 

SetSaveSettingsWhenClosing

(
    bool bShouldSettingsSave
)

Sets whether settings should be saved on exit.

Public function UFunction BlueprintCallable, Category

void

 

SetScreenshotFavoriteStatus

(
    const FString& ScreenshotName,
    const bool bIsFavorite
)

Sets whether or not a screenshot is favorited

Public function UFunction BlueprintCallable, Category

void

 

SetSequencerLockedToCameraCut

(
    bool bLockView
)

Sets the locked to camera cut from the active LevelSequence

Public function UFunction BlueprintCallable, Category

void

 

SetTouchInputState

(
    ETouchInputState NewInputState
)

Sets the current state of touch input.

Public function UFunction BlueprintCallable, Category

void

 

SetUseGlobalBoom

(
    bool bShouldUseGlobalBoom
)

Sets whether or not global boom should be used when navigating with the joysticks

Public function UFunction BlueprintCallable, Category

void

 

SetWaypointFavoriteStatus

(
    const FString& WaypointName,
    const bool bIsFavorite
)

Sets whether or not a waypoint is favorited

Public function UFunction BlueprintCallable, Category

void

 

SetZeroDutchOnLock

(
    const bool bInValue
)

Set the value for the option to zero out dutch when locking that axis.

Public function UFunction BlueprintPure, Category

bool

 

ShouldSaveSettingsWhenClosing()

Check whether settings should save when closing

Protected function Const UFunction Category blueprintnativeevent

bool

 

ShouldUpdateTargetCameraTransform()

In multi user session, how should we update the information across different sessions.

Protected function

void

 

ShowFocusPlaneFromTouch()

Will trigger the event to show focus visualization, unless disabled by user.

Public function UFunction BlueprintCallable, Category

void

 

StopLevelSequencePlay()

Stops the currently playing level sequence.

Public function UFunction BlueprintCallable, Category

FString

 

TakeScreenshot()

Takes a screenshot from the current view and saves the location and camera settings.

Public function UFunction BlueprintCallable, Category

void

 

TeleportToHomeWaypoint()

Teleports to the current marked home waypoint.

Public function UFunction BlueprintCallable, Category

bool

 

TeleportToWaypoint

(
    const FString& WaypointIndex
)

Teleports the pawn to a specific location.

Public function UFunction BlueprintCallable, Category

bool

 

ToggleAxisFreeze

(
    const EVirtualCameraAxis AxisToTogg...
)

Toggles the freeze on a given axis; returns new frozen state.

Public function UFunction BlueprintCallable, Category

bool

 

ToggleAxisLock

(
    const EVirtualCameraAxis AxisToTogg...
)

Toggles the lock on a given axis; returns new locked state.

Public function UFunction Category, BlueprintImplementableEvent

void

 

UpdateFocusReticle

(
    FVector NewReticleLocation
)

Blueprint Event for updating position of autofocus reticle.

Protected function

void

 

UpdatePawnWithTrackerData()

Get the current tracker data and update the movement component.

Protected function

void

 

UpdateScreenFocus

(
    const ETouchIndex::Type TouchIndex,
    const FVector Location
)

Moves the point through which the camera auto focuses.

Overridden from APlayerController

Name Description

Protected function Virtual

bool

 

InputTouch

(
    uint32 Handle,
    ETouchType::Type Type,
    const FVector2D& TouchLocation,
    float Force,
    FDateTime DeviceTimestamp,
    uint32 TouchpadIndex
)

Override of InputTouch, used to handle touch and hold events.

Public function Virtual

void

 

SetupInputComponent()

Allows the PlayerController to set up custom input bindings.

Overridden from AController

Name Description

Public function Virtual

void

 

OnPossess

(
    APawn* InPawn
)

Overridable native function for when this controller is asked to possess a pawn.

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

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