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 consideredcached_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 Replicationcall_pre_replication_for_replay
(bool): [Read-Write] Call Pre Replication for Replaycan_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 performancecheat_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 clickcurrent_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 cursorcustom_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 defaultdefault_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 Enabledgenerate_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: UpdateOverlapsMethodDuringLevelStreaminghidden
(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 eventshlod_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 behaviorinput_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 behaviorinput_source
(TrackerInputSource): [Read-Write] Input Source: Allows user to select which tracker input should be usedinput_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 behaviorinstigator
(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 buildsis_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 playbackmin_net_update_frequency
(float): [Read-Write] Min Net Update Frequency: Used to determine what rate to throttle down to when replicated properties are changing infrequentlynet_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 loadnet_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 replicatenet_update_frequency
(float): [Read-Write] Net Update Frequency: How often (per second) this actor will be considered for replication, used to determine NetUpdateTimenet_use_owner_relevancy
(bool): [Read-Write] Net Use Owner Relevancy: If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriorityon_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 wayon_offset_reset
(VirtualCameraResetOffsetsDelegate): [Read-Write] On Offset Reseton_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 editorplayer_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 usedplayer_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 IsLevelBoundsRelevantreplay_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/Actorsreplicated_movement
(RepMovement): [Read-Write] Replicated Movement: Used for replication of our RootComponent’s position and velocityreplicates
(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 recordedroot_actor
(VPRootActor): [Read-Write] Root Actorroot_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 somehowruntime_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 updatesspawn_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 cameratracker_post_offset
(TrackingOffset): [Read-Write] Tracker Post Offset: Offset applied to calculated location after tracker transform is addedtracker_pre_offset
(TrackingOffset): [Read-Write] Tracker Pre Offset: Offset applied to calculated location before tracker transform is addedupdate_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()
- 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.
- change_focal_length_preset(shift_up) float ¶
Adjust the focal length of the camera to an adjecent preset value.
- 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
- 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
- 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
- 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
- get_current_aperture() float ¶
Get the current aperture value on the camera.
- Returns
the current aperture of the camera component
- Return type
- 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
- 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
- get_current_focus_distance() float ¶
Returns the current focus distance of the camera.
- Returns
the focal distance of the camera
- Return type
- get_current_focus_method() VirtualCameraFocusMethod ¶
Returns the current focus method.
- Returns
the focus method being used
- Return type
- 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
- 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
- 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
- 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
- get_distance_in_desired_units(input_distance, conversion_unit) str ¶
Converts a distance in unreal units (cm) to other units of measurement for display.
- get_filmback_preset_options() Array(str) or None ¶
Stores the names of all available filmback presets into an array.
- 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
- 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
- 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
- get_matte_aspect_ratio() float ¶
Returns the current matte aspect ratio.
- Returns
the current matte setting
- Return type
- get_matte_opacity() float ¶
Set the matte aspect ratio to a new value.
- Returns
The desired matte opacity to use
- Return type
- get_matte_values()¶
Returns the values of all matte options.
- get_playback_position() FrameTime ¶
Gets the playback position of the level sequence
- Returns
the current playback position
- Return type
- get_playback_timecode() Timecode ¶
Gets the playback Timecode of the level sequence
- Returns
the current playback Timecode
- Return type
- 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
- get_screenshot_names()¶
Collects a list of existing screenshot names.
- get_settings_presets()¶
Returns a sorted TMap of the current presets.
- Returns
a sorted TMap of settings presets
- Return type
- get_target_camera() CineCameraActor ¶
Returns the target camera that was spawned for this play
- Return type
- get_touch_input_state() TouchInputState ¶
Sets the current state of touch input.
- Returns
the current state of the input
- Return type
- 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
- get_waypoint_names()¶
Collects a list of existing waypoint names.
- 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
- 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
- is_focus_visualization_activated() bool ¶
Checks whether or not focus visualization is activate
- Returns
the current state of touch event visualization
- Return type
- is_focus_visualization_allowed() bool ¶
Checks whether or not focus visualization can activate
- Returns
the current state of touch event visualization
- Return type
- is_playing() bool ¶
Check to see if the sequence is playing
- Returns
if the sequence is playing
- Return type
- is_sequencer_locked_to_camera_cut() bool ¶
Gets the locked to camera cut from the active LevelSequence
- Return type
- 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
- is_using_global_boom() bool ¶
Get whether or not global boom is being used when navigating with the joysticks
- Return type
- 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
- jump_to_playback_position(frame_number) None ¶
Sets the playback position of the level sequence.
- Parameters
frame_number (FrameNumber) – New FrameNumber to jump to.
- property live_link_target_name¶
[Read-Only] Live Link Target Name: Controller for level sequence playback
- Type
(Name)
- 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.
- property on_offset_reset¶
[Read-Write] On Offset Reset
- 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.
- reset_camera_offsets_to_tracker() None ¶
Moves the camera back to actor root and aligns rotation with the input tracker.
- property root_actor¶
[Read-Only] Root Actor
- Type
- 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
- Returns
the name of the preset
- Return type
- 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
- 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
- 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
- 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.
- 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_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
- 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
- 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
- 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
- should_update_target_camera_transform() bool ¶
In multi user session, how should we update the information across different sessions.
- Return type
- 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
- 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
- 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
- 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
- property tracker_post_offset¶
[Read-Only] Tracker Post Offset: Offset applied to calculated location after tracker transform is added
- Type
- property tracker_pre_offset¶
[Read-Only] Tracker Pre Offset: Offset applied to calculated location before tracker transform is added
- Type