AEmitterCameraLensEffectBase

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

AActor

AEmitter

AEmitterCameraLensEffectBase

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Particles/EmitterCameraLensEffectBase.h

Include

#include "Particles/EmitterCameraLensEffectBase.h"

Syntax

class AEmitterCameraLensEffectBase :
    public AEmitter,
    public ICameraLensEffectInterface

Variables

Name Description

Public variable

uint8: 1

 

bAllowMultipleInstances

True if multiple instances of this emitter can exist simultaneously, false otherwise.

Protected variable

TObjectPtr< cla...

 

BaseCamera

Camera this emitter is attached to, will be notified when emitter is destroyed

Public variable

float

 

BaseFOV

This is the assumed FOV for which the effect was authored.

Public variable

uint8: 1

 

bResetWhenRetriggered

If bAllowMultipleInstances is true and this effect is retriggered, the particle system will be reset if this is true

Public variable

TArray< TSubcla...

 

EmittersToTreatAsSame

If an emitter class in this array is currently playing, do not play this effect.

Protected variable

TObjectPtr< cla...

 

PS_CameraEffect

Particle System to use

Protected variable

FTransform

 

RelativeTransform

Effect-to-camera transform to allow arbitrary placement of the particle system .

Constructors

Name Description

Public function

AEmitterCameraLensEffectBase

(
    const FObjectInitializer& ObjectIn...
)

Overridden from AActor

Name Description

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual

void

 

PostInitializeComponents()

Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Overridden from ICameraLensEffectInterface

Name Description

Public function Virtual

void

 

ActivateLensEffect()

This will actually activate the lens Effect.

Public function Virtual

void

 

AdjustBaseFOV

(
    float NewFOV
)

Public function Virtual

void

 

DeactivateLensEffect()

Deactivtes the particle system.

Public function Virtual Const

float

 

GetBaseFOV()

Public function Virtual Const

const FTrans...

 

GetRelativeTransform()

Public function Virtual Const

bool

 

IsLooping()

Returns true if any associated particle system is set to looping

Public function Virtual

void

 

NotifyRetriggered()

Called when this emitter is re-triggered, for bAllowMultipleInstances=false emitters.

Public function Virtual

void

 

NotifyWillBePooled()

If this type needs to handle being pooled, override this function

Public function Virtual

void

 

RegisterCamera

(
    APlayerCameraManager* C
)

Tell the emitter what camera it is attached to.

Public function Virtual Const

bool

 

ResetWhenTriggered()

Public function Virtual Const

bool

 

ShouldAllowMultipleInstances()

Public function Virtual Const

bool

 

ShouldTreatEmitterAsSame

(
    TSubclassOf< AActor > OtherEmitter
)

Is this emitter functionally equivalent to the class OtherEmitter?

Public function Virtual

void

 

UpdateLocation

(
    const FVector& CamLoc,
    const FRotator& CamRot,
    float CamFOVDeg
)

Given updated camera information, adjust this effect to display appropriately.

Deprecated Variables

Name Description

Protected variable

TObjectPtr< cla...

 

PS_CameraEffectNonExtremeContent_DEPRECATED

The effect to use for non extreme content

Deprecated Functions

Name Description

Public function Static

FTransform

 

GetAttachedEmitterTransform

(
    AEmitterCameraLensEffectBase const ...,
    const FVector& CamLoc,
    const FRotator& CamRot,
    float CamFOVDeg
)

ICameraLensEffectInterface::GetAttachedEmitterTransform is favored now