UCameraShakeSourceComponent

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Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Camera/CameraShakeSourceComponent.h"

Syntax

class UCameraShakeSourceComponent : public USceneComponent

Variables

Name Description

Public variable

ECameraShakeAtt ...

 

Attenuation

The attenuation profile for how camera shakes' intensity falls off with distance

Public variable

bool

 

bAutoPlay

Public variable

TSubclassOf < UC ...

 

CameraShake

Public variable

UTexture2D *...

 

EditorSpriteTexture

Sprite to display in the editor.

Public variable

float

 

EditorSpriteTextureScale

Sprite scaling for display in the editor.

Public variable

float

 

InnerAttenuationRadius

Under this distance from the source, the camera shakes are at full intensity

Public variable

float

 

OuterAttenuationRadius

Outside of this distance from the source, the camera shakes don't apply at all

Constructors

Name Description

Public function

UCameraShakeSourceComponent

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Const

float

 

GetAttenuationFactor

(
    const FVector & Location
)

Computes an attenuation factor from this source

Public function

void

 

Play()

Public function

void

 

PlayCameraShake

(
    TSubclassOf < UCameraShake > InCamer...
)

Starts a new camera shake originating from this source, and apply it on all player controllers

Public function

void

 

StopAllCameraShakes

(
    bool bImmediately
)

Stops all currently active camera shakes that are originating from this source from all player controllers

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

BeginPlay()

Begins Play for the component.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Ends gameplay for this component.

Public function Virtual

void

 

OnRegister()

Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PreEditChange

(
    FProperty * PropertyAboutToChan...
)

This is called when a property is about to be modified externally

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