unreal.ViewTargetTransitionParams

class unreal.ViewTargetTransitionParams(blend_time: float = 0.0, blend_function: ViewTargetBlendFunction = Ellipsis, blend_exp: float = 0.0, lock_outgoing: bool = False)

Bases: StructBase

A set of parameters to describe how to transition between view targets.

C++ Source:

  • Module: Engine

  • File: PlayerCameraManager.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blend_exp (float): [Read-Write] Blend Exp: Exponent, used by certain blend functions to control the shape of the curve.

  • blend_function (ViewTargetBlendFunction): [Read-Write] Blend Function: Function to apply to the blend parameter.

  • blend_time (float): [Read-Write] Blend Time: Total duration of blend to pending view target. 0 means no blending.

  • lock_outgoing (bool): [Read-Write] Lock Outgoing: If true, lock outgoing viewtarget to last frame’s camera POV for the remainder of the blend. This is useful if you plan to teleport the old viewtarget, but don’t want to affect the blend.

property blend_exp: float

[Read-Write] Blend Exp: Exponent, used by certain blend functions to control the shape of the curve.

Type:

(float)

property blend_function: ViewTargetBlendFunction

[Read-Write] Blend Function: Function to apply to the blend parameter.

Type:

(ViewTargetBlendFunction)

property blend_time: float

[Read-Write] Blend Time: Total duration of blend to pending view target. 0 means no blending.

Type:

(float)

property lock_outgoing: bool

[Read-Write] Lock Outgoing: If true, lock outgoing viewtarget to last frame’s camera POV for the remainder of the blend. This is useful if you plan to teleport the old viewtarget, but don’t want to affect the blend.

Type:

(bool)