- class unreal.DebugCameraController(outer=None, name='None')¶
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.
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid(Guid): [Read-Write] Actor Guid: The GUID for this actor.
- Note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults.
See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.
allow_tick_before_begin_play(bool): [Read-Write] Allow Tick Before Begin Play: Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.
always_relevant(bool): [Read-Write] Always Relevant: Always relevant for network (overrides bOnlyRelevantToOwner).
attach_to_pawn(bool): [Read-Write] Attach to Pawn: If true, the controller location will match the possessed Pawn’s location. If false, it will not be updated. Rotation will match ControlRotation in either case. Since a Controller’s location is normally inaccessible, this is intended mainly for purposes of being able to attach an Actor that follows the possessed Pawn location, but that still has the full aim rotation (since a Pawn might update only some components of the rotation).
auto_destroy_when_finished(bool): [Read-Write] Auto Destroy when Finished: If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.
auto_manage_active_camera_target(bool): [Read-Write] Auto Manage Active Camera Target: True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target. Set to false if you want to manually control the camera target.
auto_receive_input(AutoReceiveInput): [Read-Write] Auto Receive Input: Automatically registers this actor to receive input from a player.
block_input(bool): [Read-Write] Block Input: If true, all input on the stack below this actor will not be considered
call_pre_replication(bool): [Read-Write] Call Pre Replication
call_pre_replication_for_replay(bool): [Read-Write] Call Pre Replication for Replay
can_be_damaged(bool): [Read-Write] Can be Damaged: Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()
can_be_in_cluster(bool): [Read-Write] Can be in Cluster: If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance
cheat_class(type(Class)): [Read-Write] Cheat Class: Class of my CheatManager. see: CheatManager for more information about when it will be instantiated.
cheat_manager(CheatManager): [Read-Write] Cheat Manager: Object that manages “cheat” commands.
- By default:
In Shipping configurations, the manager is always disabled because UE_WITH_CHEAT_MANAGER is 0
When playing in the editor, cheats are always enabled
In other cases, cheats are enabled by default in single player games but can be forced on with the EnableCheats console command
This behavior can be changed either by overriding APlayerController::EnableCheats or AGameModeBase::AllowCheats.
click_event_keys(Array(Key)): [Read-Write] Click Event Keys: List of keys that will cause click events to be forwarded, default to left click
current_click_trace_channel(CollisionChannel): [Read-Write] Current Click Trace Channel: Trace channel currently being used for determining what world object was clicked on.
current_mouse_cursor(MouseCursor): [Read-Write] Current Mouse Cursor: Currently visible mouse cursor
custom_time_dilation(float): [Read-Write] Custom Time Dilation: Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.
data_layers(Array(ActorDataLayer)): [Read-Write] Data Layers: DataLayers the actor belongs to.
default_click_trace_channel(CollisionChannel): [Read-Write] Default Click Trace Channel: Default trace channel used for determining what world object was clicked on.
default_mouse_cursor(MouseCursor): [Read-Write] Default Mouse Cursor: Type of mouse cursor to show by default
default_update_overlaps_method_during_level_streaming(ActorUpdateOverlapsMethod): [Read-Only] Default Update Overlaps Method During Level Streaming: Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:
[/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable
Another subclass could set their default to something different, such as:
[/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming
enable_auto_lod_generation(bool): [Read-Write] Enable Auto LODGeneration: Whether this actor should be considered or not during HLOD generation.
enable_click_events(bool): [Read-Write] Enable Click Events: Whether actor/component click events should be generated.
enable_mouse_over_events(bool): [Read-Write] Enable Mouse Over Events: Whether actor/component mouse over events should be generated.
enable_streaming_source(bool): [Read-Write] Enable Streaming Source: Whether the PlayerController should be used as a World Partiton streaming source.
enable_touch_events(bool): [Read-Write] Enable Touch Events: Whether actor/component touch events should be generated.
enable_touch_over_events(bool): [Read-Write] Enable Touch Over Events: Whether actor/component touch over events should be generated.
find_camera_component_when_view_target(bool): [Read-Write] Find Camera Component when View Target: If true, this actor should search for an owned camera component to view through when used as a view target.
force_feedback_enabled(bool): [Read-Write] Force Feedback Enabled
generate_overlap_events_during_level_streaming(bool): [Read-Write] Generate Overlap Events During Level Streaming: If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming
hidden(bool): [Read-Write] Hidden: Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()
hit_result_trace_distance(float): [Read-Write] Hit Result Trace Distance: Distance to trace when computing click events
hlod_layer(HLODLayer): [Read-Write] HLODLayer: The UHLODLayer in which this actor should be included.
ignores_origin_shifting(bool): [Read-Write] Ignores Origin Shifting: Whether this actor should not be affected by world origin shifting.
initial_accel(float): [Read-Write] Initial Accel: Initial acceleration of the spectator pawn when we start possession.
initial_decel(float): [Read-Write] Initial Decel: Initial deceleration of the spectator pawn when we start possession.
initial_life_span(float): [Read-Write] Initial Life Span: How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.
initial_max_speed(float): [Read-Write] Initial Max Speed: Initial max speed of the spectator pawn when we start possession.
input_pitch_scale(float): [Read-Write] Input Pitch Scale: Pitch input speed scaling deprecated: Use the Enhanced Input plugin Scalar Modifier instead. See UInputSettings::bEnableLegacyInputScales to enable legacy behavior
input_priority(int32): [Read-Write] Input Priority: The priority of this input component when pushed in to the stack.
input_roll_scale(float): [Read-Write] Input Roll Scale: Roll input speed scaling deprecated: Use the Enhanced Input plugin Scalar Modifier instead. See UInputSettings::bEnableLegacyInputScales to enable legacy behavior
input_yaw_scale(float): [Read-Write] Input Yaw Scale: Yaw input speed scaling deprecated: Use the Enhanced Input plugin Scalar Modifier instead. See UInputSettings::bEnableLegacyInputScales to enable legacy behavior
instigator(Pawn): [Read-Write] Instigator: Pawn responsible for damage and other gameplay events caused by this actor.
is_editor_only_actor(bool): [Read-Write] Is Editor Only Actor: Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds
is_spatially_loaded(bool): [Read-Write] Is Spatially Loaded: Determine if this actor is spatially loaded when placed in a partitioned world.
If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.
layers(Array(Name)): [Read-Write] Layers: Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.
min_net_update_frequency(float): [Read-Write] Min Net Update Frequency: Used to determine what rate to throttle down to when replicated properties are changing infrequently
net_cull_distance_squared(float): [Read-Write] Net Cull Distance Squared: Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.
net_dormancy(NetDormancy): [Read-Write] Net Dormancy: Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.
net_load_on_client(bool): [Read-Write] Net Load on Client: This actor will be loaded on network clients during map load
net_priority(float): [Read-Write] Net Priority: Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate
net_update_frequency(float): [Read-Write] Net Update Frequency: How often (per second) this actor will be considered for replication, used to determine NetUpdateTime
net_use_owner_relevancy(bool): [Read-Write] Net Use Owner Relevancy: If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority
on_actor_begin_overlap(ActorBeginOverlapSignature): [Read-Write] On Actor Begin Overlap: Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
on_actor_end_overlap(ActorEndOverlapSignature): [Read-Write] On Actor End Overlap: Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
on_actor_hit(ActorHitSignature): [Read-Write] On Actor Hit: Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.
on_begin_cursor_over(ActorBeginCursorOverSignature): [Read-Write] On Begin Cursor Over: Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.
on_clicked(ActorOnClickedSignature): [Read-Write] On Clicked: Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.
on_destroyed(ActorDestroyedSignature): [Read-Write] On Destroyed: Event triggered when the actor has been explicitly destroyed.
on_end_cursor_over(ActorEndCursorOverSignature): [Read-Write] On End Cursor Over: Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.
on_end_play(ActorEndPlaySignature): [Read-Write] On End Play: Event triggered when the actor is being deleted or removed from a level.
on_input_touch_begin(ActorOnInputTouchBeginSignature): [Read-Write] On Input Touch Begin: Called when a touch input is received over this actor when touch events are enabled in the player controller.
on_input_touch_end(ActorOnInputTouchEndSignature): [Read-Write] On Input Touch End: Called when a touch input is received over this component when touch events are enabled in the player controller.
on_input_touch_enter(ActorBeginTouchOverSignature): [Read-Write] On Input Touch Enter: Called when a finger is moved over this actor when touch over events are enabled in the player controller.
on_input_touch_leave(ActorEndTouchOverSignature): [Read-Write] On Input Touch Leave: Called when a finger is moved off this actor when touch over events are enabled in the player controller.
on_instigated_any_damage(InstigatedAnyDamageSignature): [Read-Write] On Instigated Any Damage: Called when the controller has instigated damage in any way
on_possessed_pawn_changed(OnPossessedPawnChanged): [Read-Write] On Possessed Pawn Changed: Called on both authorities and clients when the possessed pawn changes (either OldPawn or NewPawn might be nullptr)
on_released(ActorOnReleasedSignature): [Read-Write] On Released: Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.
on_take_any_damage(TakeAnyDamageSignature): [Read-Write] On Take Any Damage: Called when the actor is damaged in any way.
on_take_point_damage(TakePointDamageSignature): [Read-Write] On Take Point Damage: Called when the actor is damaged by point damage.
on_take_radial_damage(TakeRadialDamageSignature): [Read-Write] On Take Radial Damage: Called when the actor is damaged by radial damage.
only_relevant_to_owner(bool): [Read-Write] Only Relevant to Owner: If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
optimize_bp_component_data(bool): [Read-Write] Optimize BPComponent Data: Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.
pivot_offset(Vector): [Read-Write] Pivot Offset: Local space pivot offset for the actor, only used in the editor
player_camera_manager(PlayerCameraManager): [Read-Write] Player Camera Manager: Camera manager associated with this Player Controller.
player_camera_manager_class(type(Class)): [Read-Write] Player Camera Manager Class: PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used
player_is_waiting(bool): [Read-Only] Player Is Waiting: True if PlayerController is currently waiting for the match to start or to respawn. Only valid in Spectating state.
player_state(PlayerState): [Read-Write] Player State: PlayerState containing replicated information about the player using this controller (only exists for players, not NPCs).
primary_actor_tick(ActorTickFunction): [Read-Write] Primary Actor Tick: Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()
relevant_for_level_bounds(bool): [Read-Write] Relevant for Level Bounds: If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant
replay_rewindable(bool): [Read-Write] Replay Rewindable: If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.
replicate_movement(bool): [Read-Write] Replicate Movement: If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors
replicated_movement(RepMovement): [Read-Write] Replicated Movement: Used for replication of our RootComponent’s position and velocity
replicates(bool): [Read-Write] Replicates: If true, this actor will replicate to remote machines see: SetReplicates()
root_component(SceneComponent): [Read-Write] Root Component: The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow
runtime_grid(Name): [Read-Write] Runtime Grid: Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.
should_perform_full_tick_when_paused(bool): [Read-Write] Should Perform Full Tick when Paused: Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.
show_mouse_cursor(bool): [Read-Write] Show Mouse Cursor: Whether the mouse cursor should be displayed.
smooth_target_view_rotation_speed(float): [Read-Write] Smooth Target View Rotation Speed: Interp speed for blending remote view rotation for smoother client updates
spawn_collision_handling_method(SpawnActorCollisionHandlingMethod): [Read-Write] Spawn Collision Handling Method: Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.
speed_scale(float): [Read-Write] Speed Scale: Allows control over the speed of the spectator pawn. This scales the speed based on the InitialMaxSpeed. Use Set Pawn Movement Speed Scale during runtime
sprite_scale(float): [Read-Write] Sprite Scale: The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).
streaming_source_should_activate(bool): [Read-Write] Streaming Source Should Activate: Whether the PlayerController streaming source should activate cells after loading.
streaming_source_should_block_on_slow_streaming(bool): [Read-Write] Streaming Source Should Block on Slow Streaming: Whether the PlayerController streaming source should block on slow streaming.
tags(Array(Name)): [Read-Write] Tags: Array of tags that can be used for grouping and categorizing.
update_overlaps_method_during_level_streaming(ActorUpdateOverlapsMethod): [Read-Write] Update Overlaps Method During Level Streaming: Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.
Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()
- get_selected_actor() Actor ¶
Returns the currently selected actor, or null if it is invalid or not set
- Return type
- property initial_accel¶
[Read-Only] Initial Accel: Initial acceleration of the spectator pawn when we start possession.
- property initial_decel¶
[Read-Only] Initial Decel: Initial deceleration of the spectator pawn when we start possession.
- property initial_max_speed¶
[Read-Only] Initial Max Speed: Initial max speed of the spectator pawn when we start possession.
- receive_on_activate(original_pc) None ¶
Function called on activation of debug camera controller.
original_pc (PlayerController) – The active player controller before this debug camera controller was possessed by the player.
- receive_on_actor_selected(new_selected_actor, select_hit_location, select_hit_normal, hit) None ¶
Called when an actor has been selected with the primary key (e.g. left mouse button).
The selection trace starts from the center of the debug camera’s view.
- receive_on_deactivate(restored_pc) None ¶
Function called on deactivation of debug camera controller.
restored_pc (PlayerController) – The Player Controller that the player input is being returned to.
- set_pawn_movement_speed_scale(new_speed_scale) None ¶
Sets the pawn movement speed scale.
new_speed_scale (float) –
- property speed_scale¶
[Read-Only] Speed Scale: Allows control over the speed of the spectator pawn. This scales the speed based on the InitialMaxSpeed. Use Set Pawn Movement Speed Scale during runtime