unreal.GameplayCamerasSubsystem

class unreal.GameplayCamerasSubsystem(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: WorldSubsystem

World subsystem that holds global objects for handling camera animation sequences.

C++ Source:

  • Plugin: GameplayCameras

  • Module: GameplayCameras

  • File: GameplayCamerasSubsystem.h

is_camera_animation_active(player_controller, handle) bool

Returns whether the given camera animation is playing.

Parameters:
Returns:

Whether the corresponding camera animation is playing or not.

Return type:

bool

play_camera_animation(player_controller, sequence, params) CameraAnimationHandle

Play a new camera animation sequence.

Parameters:
Return type:

CameraAnimationHandle

stop_all_camera_animations(player_controller, immediate=False) None

Stop all camera animation instances.

Parameters:
  • player_controller (PlayerController) – The player controller on which to play the animation.

  • immediate (bool) – True to stop it right now and ignore blend out, false to let it blend out as indicated.

stop_all_camera_animations_of(player_controller, sequence, immediate=False) None

Stop playing all instances of the given camera animation sequence.

Parameters:
  • player_controller (PlayerController) – The player controller on which to play the animation.

  • sequence (CameraAnimationSequence) – The sequence of which to stop all instances.

  • immediate (bool) – True to stop it right now and ignore blend out, false to let it blend out as indicated.

stop_camera_animation(player_controller, handle, immediate=False) None

Stops the given camera animation instance.

Parameters:
  • player_controller (PlayerController) – The player controller on which to play the animation.

  • handle (CameraAnimationHandle) –

  • immediate (bool) – True to stop it right now and ignore blend out, false to let it blend out as indicated.