unreal.CameraShakeSourceComponent

class unreal.CameraShakeSourceComponent(outer=None, name='None')

Bases: unreal.SceneComponent

Camera Shake Source Component

C++ Source:

  • Module: Engine

  • File: CameraShakeSourceComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component

  • attenuation (CameraShakeAttenuation): [Read-Write] The attenuation profile for how camera shakes’ intensity falls off with distance

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • auto_start (bool): [Read-Write] Auto Start

  • camera_shake (type(Class)): [Read-Write] Camera Shake

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • inner_attenuation_radius (float): [Read-Write] Under this distance from the source, the camera shakes are at full intensity

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • outer_attenuation_radius (float): [Read-Write] Outside of this distance from the source, the camera shakes don’t apply at all

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

property attenuation

[Read-Write] The attenuation profile for how camera shakes’ intensity falls off with distance

Type

(CameraShakeAttenuation)

property auto_start

[Read-Write] Auto Start

Type

(bool)

property b_auto_play

‘b_auto_play’ was renamed to ‘auto_start’.

Type

deprecated

property camera_shake

[Read-Write] Camera Shake

Type

(type(Class))

get_attenuation_factor(location)float

Computes an attenuation factor from this source

Parameters

location (Vector) –

Returns

Return type

float

property inner_attenuation_radius

[Read-Write] Under this distance from the source, the camera shakes are at full intensity

Type

(float)

property outer_attenuation_radius

[Read-Write] Outside of this distance from the source, the camera shakes don’t apply at all

Type

(float)

play()

deprecated: ‘play’ was renamed to ‘start’.

play_camera_shake(camera_shake, scale=1.0, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.0, 0.0, 0.0])

deprecated: ‘play_camera_shake’ was renamed to ‘start_camera_shake’.

start()None

Start

start_camera_shake(camera_shake, scale=1.0, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.0, 0.0, 0.0])None

Starts a new camera shake originating from this source, and apply it on all player controllers

Parameters
stop_all_camera_shakes(immediately=True)None

Stops all currently active camera shakes that are originating from this source from all player controllers

Parameters

immediately (bool) –

stop_all_camera_shakes_of_type(camera_shake, immediately=True)None

Stops a camera shake originating from this source

Parameters