unreal.LegacyCameraShake
¶
- class unreal.LegacyCameraShake(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CameraShakeBase
Legacy camera shake which can do either oscillation or run camera anims.
C++ Source:
Plugin: GameplayCameras
Module: GameplayCameras
File: LegacyCameraShake.h
Editor Properties: (see get_editor_property/set_editor_property)
anim_blend_in_time
(float): [Read-Write] Linear blend-in time.anim_blend_out_time
(float): [Read-Write] Linear blend-out time.anim_play_rate
(float): [Read-Write] Scalar defining how fast to play the anim.anim_scale
(float): [Read-Write] Scalar defining how “intense” to play the anim.anim_sequence
(CameraAnimationSequence): [Read-Write] Source camera animation sequence to play. Can be null.fov_oscillation
(FOscillator): [Read-Write] FOV oscillationloc_oscillation
(VOscillator): [Read-Write] Positional oscillationoscillation_blend_in_time
(float): [Read-Write] Duration of the blend-in, where the oscillation scales from 0 to 1.oscillation_blend_out_time
(float): [Read-Write] Duration of the blend-out, where the oscillation scales from 1 to 0.oscillation_duration
(float): [Read-Write] Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation.oscillator_time_remaining
(float): [Read-Write] Time remaining for oscillation shakes. Less than 0.f means shake infinitely.random_anim_segment
(bool): [Read-Write] If true, play a random snippet of the animation of length Duration. Implies bLoop and bRandomStartTime = true for the AnimSequence. If false, play the full anim once, non-looped. Useful for getting variety out of a single looped AnimSequence asset.random_anim_segment_duration
(float): [Read-Write] When bRandomAnimSegment is true, this defines how long the anim should play.root_shake_pattern
(CameraShakePattern): [Read-Write] The root pattern for this camera shakerot_oscillation
(ROscillator): [Read-Write] Rotational oscillationshake_scale
(float): [Read-Write] The overall scale to apply to the shake. Only valid when the shake is active.single_instance
(bool): [Read-Write] If true to only allow a single instance of this shake class to play at any given time. Subsequent attempts to play this shake will simply restart the timer.
- blueprint_update_camera_shake(delta_time, alpha, pov) MinimalViewInfo ¶
Called every tick to let the shake modify the point of view
- Parameters:
delta_time (float) –
alpha (float) –
pov (MinimalViewInfo) –
- Returns:
modified_pov (MinimalViewInfo):
- Return type:
- property fov_oscillation: FOscillator¶
[Read-Write] FOV oscillation
- Type:
- property loc_oscillation: VOscillator¶
[Read-Write] Positional oscillation
- Type:
- property oscillator_time_remaining: float¶
[Read-Only] Time remaining for oscillation shakes. Less than 0.f means shake infinitely.
- Type:
(float)
- receive_is_finished() bool ¶
Called to allow a shake to decide when it’s finished playing.
- Return type:
- receive_stop_shake(immediately) None ¶
Called when the shake is explicitly stopped.
- Parameters:
immediately (bool) –
- property rot_oscillation: ROscillator¶
[Read-Write] Rotational oscillation
- Type:
- classmethod start_legacy_camera_shake(player_camera_manager, shake_class, scale=1.000000, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.000000, 0.000000, 0.000000]) LegacyCameraShake ¶
Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties.
- Parameters:
player_camera_manager (PlayerCameraManager) –
scale (float) –
play_space (CameraShakePlaySpace) –
user_play_space_rot (Rotator) –
- Return type:
- classmethod start_legacy_camera_shake_from_source(player_camera_manager, shake_class, source_component, scale=1.000000, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.000000, 0.000000, 0.000000]) LegacyCameraShake ¶
Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a legacy camera shake, which some BP logic often uses directly to set oscillator/anim properties.
- Parameters:
player_camera_manager (PlayerCameraManager) –
source_component (CameraShakeSourceComponent) –
scale (float) –
play_space (CameraShakePlaySpace) –
user_play_space_rot (Rotator) –
- Return type:
- classmethod start_matinee_camera_shake(player_camera_manager: PlayerCameraManager, shake_class: Class, scale: float = 1.0, play_space: CameraShakePlaySpace = Ellipsis, user_play_space_rot: Rotator = Ellipsis) LegacyCameraShake ¶
deprecated: ‘start_matinee_camera_shake’ was renamed to ‘start_legacy_camera_shake’.
- classmethod start_matinee_camera_shake_from_source(player_camera_manager: PlayerCameraManager, shake_class: Class, source_component: CameraShakeSourceComponent, scale: float = 1.0, play_space: CameraShakePlaySpace = Ellipsis, user_play_space_rot: Rotator = Ellipsis) LegacyCameraShake ¶
deprecated: ‘start_matinee_camera_shake_from_source’ was renamed to ‘start_legacy_camera_shake_from_source’.