| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/SpringArmComponent.h |
Include |
#include "GameFramework/SpringArmComponent.h" |
class USpringArmComponent : public USceneComponent
This component tries to maintain its children at a fixed distance from the parent, but will retract the children if there is a collision, and spring back when there is no collision.
Example: Use as a 'camera boom' or 'selfie stick' to keep the follow camera for a player from colliding into the world.
Name | Description | ||
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uint32: 1 |
bClampToMaxPhysicsDeltaTime |
If true AND the view target is simulating using physics then use the same max timestep cap as the physics system. |
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uint32: 1 |
bDoCollisionTest |
If true, do a collision test using ProbeChannel and ProbeSize to prevent camera clipping into level. |
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uint32: 1 |
bDrawDebugLagMarkers |
If true and camera location lag is enabled, draws markers at the camera target (in green) and the lagged position (in yellow). |
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uint32: 1 |
bEnableCameraLag |
If true, camera lags behind target position to smooth its movement. |
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uint32: 1 |
bEnableCameraRotationLag |
If true, camera lags behind target rotation to smooth its movement. |
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*see APawn:... |
bInheritPitch |
Should we inherit pitch from parent component. Does nothing if using Absolute Rotation. |
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uint32: 1 |
bInheritRoll |
Should we inherit roll from parent component. Does nothing if using Absolute Rotation. |
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uint32: 1 |
bInheritYaw |
Should we inherit yaw from parent component. Does nothing if using Absolute Rotation. |
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bool |
bIsCameraFixed |
Temporary variables when applying Collision Test displacement to notify if its being applied and by how much |
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uint32: 1 |
bUseCameraLagSubstepping |
If bUseCameraLagSubstepping is true, sub-step camera damping so that it handles fluctuating frame rates well (though this comes at a cost). |
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float |
CameraLagMaxDistance |
Max distance the camera target may lag behind the current location. |
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float |
CameraLagMaxTimeStep |
Max time step used when sub-stepping camera lag. |
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float |
CameraLagSpeed |
If bEnableCameraLag is true, controls how quickly camera reaches target position. |
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float |
CameraRotationLagSpeed |
If bEnableCameraRotationLag is true, controls how quickly camera reaches target position. |
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FVector |
PreviousArmOrigin |
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FVector |
PreviousDesiredLoc |
Temporary variables when using camera lag, to record previous camera position |
|
FRotator |
PreviousDesiredRot |
Temporary variable for lagging camera rotation, for previous rotation |
|
TEnumAsByte< EC... |
ProbeChannel |
Collision channel of the query probe (defaults to ECC_Camera) |
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float |
ProbeSize |
How big should the query probe sphere be (in unreal units) |
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FVector |
RelativeSocketLocation |
Cached component-space socket location |
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FQuat |
RelativeSocketRotation |
Cached component-space socket rotation |
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FVector |
SocketOffset |
Offset at end of spring arm; use this instead of the relative offset of the attached component to ensure the line trace works as desired |
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float |
TargetArmLength |
Natural length of the spring arm when there are no collisions |
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FVector |
TargetOffset |
Offset at start of spring, applied in world space. |
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FVector |
UnfixedCameraPosition |
Name | Description | |
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USpringArmComponent ( |
Name | Description | ||
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FVector |
BlendLocations ( |
This function allows subclasses to blend the trace hit location with the desired arm location; by default it returns bHitSomething ? TraceHitLocation : DesiredArmLocation |
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FRotator |
GetDesiredRotation() |
Returns the desired rotation for the spring arm, before the rotation constraints such as bInheritPitch etc are enforced. |
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*see |
GetTargetRotation() |
If this component is placed on a pawn, should it use the view/control rotation of the pawn where possible? When disabled, the component will revert to using the stored RelativeRotation of the component. |
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FRotator |
GetTargetRotation() |
Get the target rotation we inherit, used as the base target for the boom rotation. |
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FVector |
GetUnfixedCameraPosition() |
Get the position where the camera should be without applying the Collision Test displacement |
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bool |
IsCollisionFixApplied() |
Is the Collision Test displacement being applied? |
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void |
UpdateDesiredArmLocation ( |
Updates the desired arm location, calling BlendLocations to do the actual blending if a trace is done |
Name | Description | ||
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FTransform |
GetSocketTransform ( |
Get world-space socket transform. |
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bool |
HasAnySockets() |
Returns true if this component has any sockets |
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void |
QuerySupportedSockets |
Get a list of sockets this component contains |
Name | Description | ||
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void |
ApplyWorldOffset ( |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location |
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void |
OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void |
TickComponent ( |
Function called every frame on this ActorComponent. |
Name | Description | ||
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
Name |
Description |
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SocketName |
The name of the socket at the end of the spring arm (looking back towards the spring arm origin) |