UCameraAnim

A predefined animation to be played on a camera

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Camera/CameraAnim.h

Include

#include "Camera/CameraAnim.h"

Syntax

class UCameraAnim : public UObject

Remarks

A predefined animation to be played on a camera

Variables

Name Description

Public variable

float

 

AnimLength

Length, in seconds.

Public variable

float

 

BaseFOV

The base FOV that all FOV keys are relative to.

Public variable

float

 

BasePostProcessBlendWeight

Default PP blend weight to put on the animated camera. For modifying PP without keyframes.

Public variable

FPostProcessSet...

 

BasePostProcessSettings

Default PP settings to put on the animated camera. For modifying PP without keyframes.

Public variable

FBox

 

BoundingBox

AABB in local space.

Public variable

uint8: 1

 

bRelativeToInitialFOV

If true, assume all FOV keys are intended be offsets from the start of the animation.

Public variable

uint8: 1

 

bRelativeToInitialTransform

If true, assume all transform keys are intended be offsets from the start of the animation.

Public variable

UInterpGroup &#...

 

CameraInterpGroup

The UInterpGroup that holds our actual interpolation data.

Public variable

UInterpGroup &#...

 

PreviewInterpGroup

This is to preview and they only exists in editor

Constructors

Name Description

Public function

UCameraAnim

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

CalcLocalAABB()

Internal. Computes and stores the local AABB of the camera's motion.

Public function

bool

 

CreateFromInterpGroup

(
    UInterpGroup* SrcGroup,
    AMatineeActor* InMatineeActor
)

Construct a camera animation from an InterpGroup.

Public function Const

FBox

 

GetAABB

(
    FVector const& BaseLoc,
    FRotator const& BaseRot,
    float Scale
)

Gets AABB of the camera's path.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform* TargetP...
)

Presave function.

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