UVirtualCameraMovementComponent

Inheritance Hierarchy

References

Module

VirtualCamera

Header

/Engine/Plugins/Experimental/VirtualCamera/Source/VirtualCamera/Public/VirtualCameraMovementComponent.h

Include

#include "VirtualCameraMovementComponent.h"

Syntax

UCLASS()
class UVirtualCameraMovementComponent : public UPawnMovementComponent

Variables

Name Description

Public variable

TMap< EVirtualC...

 

AxisSettings

Stores all settings for each axis

Public variable

bool

 

bLockRelativeToFirstLockAxis

Tracks whether user wants to cache a locking axis set or always use local

Public variable

bool

 

bUseGlobalBoom

Tracks if boom should be global or relative to the camera

Public variable

bool

 

bZeroDutchOnLock

Tracks if dutch should be reset to zero when freezing view

Public variable

FVirtualCameraR...

 

OnOffsetReset

Delegate to broadcast when tracker offsets are reset

Constructors

Name Description

Public function

UVirtualCameraMovementComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddInputVectorFromController

(
    FVector WorldVector,
    EVirtualCameraAxis MovementScaleAxi...
)

Adds the given vector to the accumulated input in world space.

Public function Const

float

 

GetAxisMovementScale

(
    const EVirtualCameraAxis AxisToRetr...
)

Gets the movement scale for a given axis.

Public function Const

float

 

GetAxisStabilizationScale

(
    const EVirtualCameraAxis AxisToRetr...
)

Gets the stabilization rate for a given axis.

Public function Const

float

 

GetMovementScale

(
    const EVirtualCameraAxis AxisToRetr...
)

Gets the movement scale of the camera actor

Public function Const

bool

 

IsAxisLocked

(
    const EVirtualCameraAxis AxisToChec...
)

Checks if an axis is locked.

Public function Const

bool

 

IsDutchZeroingOnLockActive()

Get the value for the option to zero out dutch when locking that axis.

Public function Const

bool

 

IsLocationLockingActive()

Check to see if any location locks are active

Public function Const

bool

 

IsUsingGlobalBoom()

Get whether or not global boom is being used when navigating with the joysticks

Public function

void

 

OnMoveForward

(
    const float InValue
)

Handle a move forward command from the owner.

Public function

void

 

OnMoveRight

(
    const float InValue
)

Handle a move right command from the owner.

Public function

void

 

OnMoveUp

(
    const float InValue
)

Handle a move up command from the owner.

Public function

void

 

ProcessMovementInput

(
    const FVector& Location,
    const FRotator& Rotation
)

Update the position and rotation of the camera.

Public function

void

 

ResetCameraOffsetsToTracker()

Moves the camera back to actor root and aligns rotation with the input tracker.

Public function

float

 

SetAxisStabilizationScale

(
    const EVirtualCameraAxis AxisToAdju...,
    float NewStabilizationAmount
)

Sets the stabilization rate for a given lock.

Public function

void

 

SetMovementScale

(
    const EVirtualCameraAxis AxisToAdju...,
    const float NewMovementScale
)

Sets the movement scale of the camera actor

Public function

void

 

SetRootComponent

(
    USceneComponent* FromControlle...
)

When the input come from a physical controller, move this component instead.

Public function

void

 

SetUseGlobalBoom

(
    bool bShouldUseGlobalBoom
)

Sets whether or not global boom should be used when navigating with the joysticks

Public function

void

 

SetZeroDutchOnLock

(
    const bool bInValue
)

Set the value for the option to zero out dutch when locking that axis.

Public function

void

 

Teleport

(
    const FTransform& TargetTransform
)

Teleport to a provided location and rotation.

Public function

bool

 

ToggleAxisFreeze

(
    const EVirtualCameraAxis AxisToTogg...
)

Toggles the freeze on a given axis; returns new frozen state.

Public function

bool

 

ToggleAxisLock

(
    const EVirtualCameraAxis AxisToTogg...
)

Toggles the lock on a given axis; returns new locked state.

Overridden from UPawnMovementComponent

Name Description

Public function Virtual

void

 

AddInputVector

(
    FVector WorldVector,
    bool bForce
)

Adds the given vector to the accumulated input in world space.

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