unreal.VirtualCameraPlayerControllerBase

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

Bases: unreal.PlayerController

Virtual Camera Player Controller Base

C++ Source:

  • Plugin: VirtualCamera

  • Module: VirtualCamera

  • File: VirtualCameraPlayerControllerBase.h

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

  • cached_is_virtual_camera_controlled_by_remote_session (bool): [Read-Write] Cached Is Virtual Camera Controlled by Remote Session: Cached value for IsVirtualCameraControlledByRemoteSession()

  • cached_should_update_target_camera_transform (bool): [Read-Write] Cached Should Update Target Camera Transform: Cached value for IsVirtualCameraControlledByRemoteSession()

  • 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_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.

  • 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_source (TrackerInputSource): [Read-Write] Input Source: Allows user to select which tracker input should be used

  • 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.

  • live_link_target_name (Name): [Read-Write] Live Link Target Name: Controller for level sequence playback

  • 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_offset_reset (VirtualCameraResetOffsetsDelegate): [Read-Write] On Offset Reset

  • 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()

  • required_sequencer_recorder_camera_settings (Array(Name)): [Read-Write] Required Sequencer Recorder Camera Settings: Array of any properties that should be recorded

  • root_actor (VPRootActor): [Read-Write] Root Actor

  • 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.

  • 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.

  • target_camera_actor_class (type(Class)): [Read-Write] Target Camera Actor Class: Class of CameraActor to spawn to allow user to use their own customized camera

  • tracker_post_offset (TrackingOffset): [Read-Write] Tracker Post Offset: Offset applied to calculated location after tracker transform is added

  • tracker_pre_offset (TrackingOffset): [Read-Write] Tracker Pre Offset: Offset applied to calculated location before tracker transform is added

  • 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()

activate_game_viewport() None

Helper to bring the game viewport to front.

add_blendable_to_camera(blendable_to_add, weight) None

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

Parameters
  • blendable_to_add (BlendableInterface) – The blendable that will be added to the post process settings

  • weight (float) – The weighting of the blendable’s alpha

property cached_is_virtual_camera_controlled_by_remote_session

[Read-Only] Cached Is Virtual Camera Controlled by Remote Session: Cached value for IsVirtualCameraControlledByRemoteSession()

Type

(bool)

property cached_should_update_target_camera_transform

[Read-Only] Cached Should Update Target Camera Transform: Cached value for IsVirtualCameraControlledByRemoteSession()

Type

(bool)

change_aperture_preset(shift_up) float

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

Parameters

shift_up (bool) – If true, the aperture will increase; if false, it will decrease

Returns

the new aperture of the camera

Return type

float

change_focal_length_preset(shift_up) float

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

Parameters

shift_up (bool) – If true, the focal length will increase; if false, it will decrease

Returns

the new focal length of the camera in mm

Return type

float

clear_active_level_sequence() None

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

delete_preset(preset_name) int32

Deletes a preset using its name as the key.

Parameters

preset_name (str) – The name of the preset to delete

Returns

the number of values associated with the key

Return type

int32

delete_screenshot(screenshot_name) int32

Deletes a screenshot, using its name as the key.

Parameters

screenshot_name (str) – The name of the screenshot to delete

Returns

the number of values associated with the key

Return type

int32

delete_waypoint(waypoint_name) int32

Deletes a waypoint, using its name as the key.

Parameters

waypoint_name (str) – The name of the waypoint to delete

Returns

the number of values associated with the key

Return type

int32

focus_method_changed(new_focus_method) None

Blueprint event for when the focus method is changed.

Parameters

new_focus_method (VirtualCameraFocusMethod) –

get_active_level_sequence() LevelSequence

Returns the currently selected sequence

Returns

the current selected sequence; returns nullptr if no selected sequence

Return type

LevelSequence

get_active_level_sequence_name() str

Returns the asset name of the currently selected sequence

Returns

the name of the crrent selected sequence; returns empty string if no selected sequence

Return type

str

get_axis_movement_scale(axis_to_retrieve) float

Gets movement scale for a specific axis.

Parameters

axis_to_retrieve (VirtualCameraAxis) – The axis of the scale value needed

Returns

the movement scale for the given axis

Return type

float

get_axis_stabilization_scale(axis_to_retrieve) float

Gets stabalization scale for a specific axis.

Parameters

axis_to_retrieve (VirtualCameraAxis) – The axis of the stabilization value needed

Returns

the stabilization scale for the given axis

Return type

float

get_current_aperture() float

Get the current aperture value on the camera.

Returns

the current aperture of the camera component

Return type

float

get_current_filmback_name() str

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

Returns

the name of the current preset filmback option

Return type

str

get_current_focal_length() float

Get the current focal length value on the camera.

Returns

the current focal length of the camera being viewed

Return type

float

get_current_focus_distance() float

Returns the current focus distance of the camera.

Returns

the focal distance of the camera

Return type

float

get_current_focus_method() VirtualCameraFocusMethod

Returns the current focus method.

Returns

the focus method being used

Return type

VirtualCameraFocusMethod

get_current_sequence_frame_rate() FrameRate

Get the frame rate of the currently selected sequence

Returns

the frame rate in frames per second

Return type

FrameRate

get_current_sequence_playback_end() FrameNumber

Get the end position of the currently selected sequence

Returns

the end position of the sequence in FrameNumber

Return type

FrameNumber

get_current_sequence_playback_start() FrameNumber

Get the start position of the currently selected sequence

Returns

the start position of the sequence in FrameNumber

Return type

FrameNumber

get_custom_tracker_location_and_rotation() -> (out_tracker_location=Vector, out_tracker_rotation=Rotator)

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

Returns

out_tracker_location (Vector): The current location of the tracker being used

out_tracker_rotation (Rotator): The current rotation of the tracker being used

Return type

tuple

get_desired_distance_units() Unit

Returns previously set unit of distance.

Returns

DesiredUnits - The unit that is used for distance measures like focus distance

Return type

Unit

get_distance_in_desired_units(input_distance, conversion_unit) str

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

Parameters
  • input_distance (float) – A distance in Unreal Units to be converted

  • conversion_unit (Unit) – The desired unit of distance to be used

Returns

the distance converted and put into a string for display

Return type

str

get_filmback_preset_options() Array(str) or None

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

Returns

true if operation was successful

out_filmback_presets_array (Array(str)):

Return type

Array(str) or None

get_focus_plane_color() Color

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

Returns

The name of the current or next sequence that will be recorded

Return type

Color

get_level_sequence_length() FrameNumber

Gets the length of the currently selected level sequence

Returns

the length of the level sequence in FrameNumber

Return type

FrameNumber

get_level_sequences()

Returns the names of each level sequence asset in the project

Returns

out_level_sequence_names (Array(LevelSequenceData)): Upon return, array will contain all available level sequence names

Return type

Array(LevelSequenceData)

get_matte_aspect_ratio() float

Returns the current matte aspect ratio.

Returns

the current matte setting

Return type

float

get_matte_opacity() float

Set the matte aspect ratio to a new value.

Returns

The desired matte opacity to use

Return type

float

get_matte_values()

Returns the values of all matte options.

Returns

out_matte_values (Array(float)): Upon return, array will contain all matte values.

Return type

Array(float)

get_playback_position() FrameTime

Gets the playback position of the level sequence

Returns

the current playback position

Return type

FrameTime

get_playback_timecode() Timecode

Gets the playback Timecode of the level sequence

Returns

the current playback Timecode

Return type

Timecode

get_screenshot_info(screenshot_name) VirtualCameraScreenshot

Returns the information associated with a Screenshot.

Parameters

screenshot_name (str) – The name of the screenshot to retrieve

Returns

out_screenshot_info (VirtualCameraScreenshot): Upon return, will hold the info for the screenshot.

Return type

VirtualCameraScreenshot

get_screenshot_names()

Collects a list of existing screenshot names.

Returns

out_array (Array(str)): Upon return, will store screenshot names.

Return type

Array(str)

get_settings_presets()

Returns a sorted TMap of the current presets.

Returns

a sorted TMap of settings presets

Return type

Map(str, VirtualCameraSettingsPreset)

get_target_camera() CineCameraActor

Returns the target camera that was spawned for this play

Return type

CineCameraActor

get_touch_input_state() TouchInputState

Sets the current state of touch input.

Returns

the current state of the input

Return type

TouchInputState

get_waypoint_info(waypoint_name) VirtualCameraWaypoint

Returns the information associated with a waypoint.

Parameters

waypoint_name (str) – The name of the waypoint to retrieve

Returns

out_waypoint_info (VirtualCameraWaypoint): Upon return, will hold the info for that waypoint.

Return type

VirtualCameraWaypoint

get_waypoint_names()

Collects a list of existing waypoint names.

Returns

out_array (Array(str)): Upon return, will store the waypoint names.

Return type

Array(str)

initialize_auto_focus_point() None

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

property input_source

[Read-Write] Input Source: Allows user to select which tracker input should be used

Type

(TrackerInputSource)

is_axis_locked(axis_to_check) bool

Checks if an axis is locked.

Parameters

axis_to_check (VirtualCameraAxis) – The axis being checked

Returns

true if locked false otherwise

Return type

bool

is_focus_visualization_activated() bool

Checks whether or not focus visualization is activate

Returns

the current state of touch event visualization

Return type

bool

is_focus_visualization_allowed() bool

Checks whether or not focus visualization can activate

Returns

the current state of touch event visualization

Return type

bool

is_playing() bool

Check to see if the sequence is playing

Returns

if the sequence is playing

Return type

bool

is_sequencer_locked_to_camera_cut() bool

Gets the locked to camera cut from the active LevelSequence

Return type

bool

is_touch_input_in_focus_mode() bool

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

Returns

if touch input is in touch focus mode

Return type

bool

is_using_global_boom() bool

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

Return type

bool

is_virtual_camera_controlled_by_remote_session() bool
  • Is this machine should display the Virtual Camera UI and establish a connection with the remote session app.

Return type

bool

jump_to_level_sequence_end() None

Goes to the end of the level sequence and pauses

jump_to_level_sequence_start() None

Goes to the start of the level sequence and pauses

jump_to_playback_position(frame_number) None

Sets the playback position of the level sequence.

Parameters

frame_number (FrameNumber) – New FrameNumber to jump to.

[Read-Only] Live Link Target Name: Controller for level sequence playback

Type

(Name)

load_preset(preset_name) bool

Loads a preset using its name as a string key.

Parameters

preset_name (str) –

Returns

true if successful, false otherwise

Return type

bool

load_screenshot_view(screenshot_name) bool

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

Parameters

screenshot_name (str) –

Returns

whether or not the load was successful

Return type

bool

property on_offset_reset

[Read-Write] On Offset Reset

Type

(VirtualCameraResetOffsetsDelegate)

on_record_enabled_state_changed(is_record_enabled) None

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

Parameters

is_record_enabled (bool) – If the loaded sequence can record or not.

on_stopped() None

Blueprint Event for when a sequence stops playing.

pause_level_sequence() None

Pauses the playing of the current level sequence.

play_level_sequence() None

Plays current level sequence

play_level_sequence_in_reverse() None

Plays current level sequence in reverse

reset_camera_offsets_to_tracker() None

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

resume_level_sequence_play() None

Plays current level sequence from the current time.

property root_actor

[Read-Only] Root Actor

Type

(VPRootActor)

save_home_waypoint(new_home_waypoint_name) None

Stores the new home waypoint location.

Parameters

new_home_waypoint_name (str) – The name of the new home waypoint to use

save_preset(save_camera_settings, save_stabilization, save_axis_locking, save_motion_scale) str

Saves a preset into the list of presets.

Parameters
  • save_camera_settings (bool) – Should this preset save camera settings

  • save_stabilization (bool) – Should this preset save stabilization settings

  • save_axis_locking (bool) – Should this preset save axis locking settings

  • save_motion_scale (bool) – Should this preset save motion scaled settings

Returns

the name of the preset

Return type

str

save_waypoint() str

Stores the current pawn location as a waypoint.

Returns

the index of the new waypoint in the saved waypoints array

Return type

str

set_active_level_sequence(new_level_sequence) bool

Changes the active level sequence to a new level sequence.

Parameters

new_level_sequence (LevelSequence) –

Returns

true if a valid level sequence player was found, false if no level sequence player is currently available

Return type

bool

set_allow_focus_plane_visualization(should_allow_focus_visualization) None

Sets whether or not to use focus visualization

Parameters

should_allow_focus_visualization (bool) – the current state of touch event visualization

set_axis_stabilization_scale(axis_to_adjust, new_stabilization_amount) float

Sets the stabilization rate for a given lock.

Parameters
  • axis_to_adjust (VirtualCameraAxis) – The axis whose stabilization rate should be changed

  • new_stabilization_amount (float) – The stabilization amount we should attempt to set the value

Returns

the actual value the stabilization amount was set to after clamping

Return type

float

set_current_aperture(new_aperture) None

Set the current aperture value on the camera.

Parameters

new_aperture (float) – The current aperture of the camera component

set_current_focal_length(new_focal_length) None

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

Parameters

new_focal_length (float) – The target focal length of the camera

set_current_focus_distance(new_focus_distance) None

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

Parameters

new_focus_distance (float) – The target focus distance of the camera

set_desired_distance_units(desired_units) None

Sets unit of distance.

Parameters

desired_units (Unit) – The new unit to use for distance measures like focus distance

set_filmback_preset_option(new_filmback_preset) bool

Set the filmback settings to a new filmback preset.

Parameters

new_filmback_preset (str) –

Returns

true if operation was successful; false if NewFilmbackPreset is not a valid option

Return type

bool

set_focus_method(new_focus_method) None

Sets the camera focus method.

Parameters

new_focus_method (VirtualCameraFocusMethod) – The new focus method to be used by the camera

set_focus_plane_color(new_focus_plane_color) None

Changes focus plane color.

Parameters

new_focus_plane_color (Color) –

set_focus_visualization(show_focus_visualization) None

Toggles focus visualization tools on camera.

Parameters

show_focus_visualization (bool) – The desired state of the visualization tools

set_matte_aspect_ratio(new_matte_aspect_ratio) bool

Set the matte aspect ratio to a new value.

Parameters

new_matte_aspect_ratio (float) – The desired matte aspect to use

Returns

true if operation was successful; false if NewMattePreset is not a valid input

Return type

bool

set_matte_opacity(new_matte_opacity) None

Set the matte aspect ratio to a new value.

Parameters

new_matte_opacity (float) – The desired matte aspect opacity to use

set_movement_scale(axis_to_adjust, new_movement_scale) None

Sets the movement scale of the camera actor.

Parameters
  • axis_to_adjust (VirtualCameraAxis) – The axis to set movement scale on (setting for rotation axes is allowed but has no effect)

  • new_movement_scale (float) – The desired scaling factor for calculating movement along this axis

set_preset_favorite_status(preset_name, is_favorite) None

Sets whether or not a preset is favorited

Parameters
  • preset_name (str) – The name of the preset to adjust favorite setting for

  • is_favorite (bool) – Whether settings should be saved

set_save_settings_when_closing(should_settings_save) None

Sets whether settings should be saved on exit.

Parameters

should_settings_save (bool) – Whether settings should be saved

set_screenshot_favorite_status(screenshot_name, is_favorite) None

Sets whether or not a screenshot is favorited

Parameters
  • screenshot_name (str) – The name of the screenshot to adjust favorite setting for

  • is_favorite (bool) – Whether settings should be saved

set_sequencer_locked_to_camera_cut(lock_view) None

Sets the locked to camera cut from the active LevelSequence

Parameters

lock_view (bool) –

set_touch_input_state(new_input_state) None

Sets the current state of touch input.

Parameters

new_input_state (TouchInputState) – The new state of the input

set_use_global_boom(should_use_global_boom) None

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

Parameters

should_use_global_boom (bool) – True to use global Z axis, false to use local Z axis

set_waypoint_favorite_status(waypoint_name, is_favorite) None

Sets whether or not a waypoint is favorited

Parameters
  • waypoint_name (str) – The name of the waypoint to adjust favorite setting for

  • is_favorite (bool) – Whether settings should be saved

set_zero_dutch_on_lock(value) None

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

Parameters

value (bool) – The new setting to use for zeroing dutch on lock

should_save_settings_when_closing() bool

Check whether settings should save when closing

Returns

whether settings should save when closing

Return type

bool

should_update_target_camera_transform() bool
  • In multi user session, how should we update the information across different sessions.

Return type

bool

stop_level_sequence_play() None

Stops the currently playing level sequence.

take_screenshot() str

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

Returns

the index of the saved screenshot in the screenshots array

Return type

str

property target_camera_actor_class

[Read-Only] Target Camera Actor Class: Class of CameraActor to spawn to allow user to use their own customized camera

Type

(type(Class))

teleport_to_home_waypoint() None

Teleports to the current marked home waypoint.

teleport_to_waypoint(waypoint_index) bool

Teleports the pawn to a specific location.

Parameters

waypoint_index (str) – The index of the target waypoint in the waypoints array

Returns

if the teleport was successful, return true

Return type

bool

toggle_axis_freeze(axis_to_toggle) bool

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

Parameters

axis_to_toggle (VirtualCameraAxis) – The axis whose lock should be toggled

Returns

the new frozen state of AxisToToggle (true = frozen)

Return type

bool

toggle_axis_lock(axis_to_toggle) bool

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

Parameters

axis_to_toggle (VirtualCameraAxis) – The axis whose lock should be turned on/off

Returns

the new locked state of AxisToToggle (true = locked)

Return type

bool

property tracker_post_offset

[Read-Only] Tracker Post Offset: Offset applied to calculated location after tracker transform is added

Type

(TrackingOffset)

property tracker_pre_offset

[Read-Only] Tracker Pre Offset: Offset applied to calculated location before tracker transform is added

Type

(TrackingOffset)

update_focus_reticle(new_reticle_location) None

Blueprint Event for updating position of autofocus reticle.

Parameters

new_reticle_location (Vector) – The new location of the autofocus reticle