unreal.CameraShakeSourceComponent

class unreal.CameraShakeSourceComponent(outer=None, name='None')

Bases: unreal.SceneComponent

Camera Shake Source Component

C++ Source:

  • Module: Engine
  • File: CameraShakeSourceComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent
  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent
  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent
  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component
  • attenuation (CameraShakeAttenuation): [Read-Write] The attenuation profile for how camera shakes’ intensity falls off with distance
  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.
  • auto_play (bool): [Read-Write] Auto Play
  • camera_shake (type(Class)): [Read-Write] Camera Shake
  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation
  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.
  • inner_attenuation_radius (float): [Read-Write] Under this distance from the source, the camera shakes are at full intensity
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset
  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated
  • outer_attenuation_radius (float): [Read-Write] Outside of this distance from the source, the camera shakes don’t apply at all
  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • relative_location (Vector): [Read-Write] Location of the component relative to its parent
  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent
  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. GetPhysicsVolume():
  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
attenuation

(CameraShakeAttenuation) – [Read-Write] The attenuation profile for how camera shakes’ intensity falls off with distance

auto_play

(bool) – [Read-Write] Auto Play

camera_shake

(type(Class)) – [Read-Write] Camera Shake

get_attenuation_factor(location) → float

Computes an attenuation factor from this source

Parameters:location (Vector) –
Returns:
Return type:float
inner_attenuation_radius

(float) – [Read-Write] Under this distance from the source, the camera shakes are at full intensity

outer_attenuation_radius

(float) – [Read-Write] Outside of this distance from the source, the camera shakes don’t apply at all

play() → None

Play

play_camera_shake(camera_shake) → None

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

Parameters:camera_shake (type(Class)) –
stop_all_camera_shakes(immediately=True) → None

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

Parameters:immediately (bool) –