unreal.VirtualCameraPlayerControllerBase

class unreal.VirtualCameraPlayerControllerBase(outer: Object | None = None, name: Name | str = 'None')

Bases: PlayerController

Virtual Camera Player Controller Base

C++ Source:

  • Plugin: VirtualCamera

  • Module: VirtualCamera

  • File: VirtualCameraPlayerControllerBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] The GUID for this actor; this guid will be the same for actors from instanced streaming levels. see: ActorInstanceGuid, FActorInstanceGuidMapper note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults. See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • actor_instance_guid (Guid): [Read-Write] The instance GUID for this actor; this guid will be unique for actors from instanced streaming levels. see: ActorGuid note: This is not guaranteed to be valid during PostLoad in all situations, but safe to access from RegisterAllComponents.

  • allow_tick_before_begin_play (bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).

  • async_physics_data_class (type(Class)): [Read-Write] The type of async physics data object to use deprecated: AsyncPhysicsDataClass is deprecated. See UInputSettings::bEnableLegacyInputScales to enable legacy behavior

  • async_physics_data_component_deprecared (AsyncPhysicsInputComponent): [Read-Write] deprecated: AsyncPhysicsDataComponent is deprecated. please see the new C++ NetworkPhysicsComponent

  • async_physics_tick_enabled (bool): [Read-Write] Whether to use use the async physics tick with this actor.

  • attach_to_pawn (bool): [Read-Write] If true, the controller location will match the possessed Pawn’s location. If false, it will not be updated. Rotation will match ControlRotation in either case. Since a Controller’s location is normally inaccessible, this is intended mainly for purposes of being able to attach an Actor that follows the possessed Pawn location, but that still has the full aim rotation (since a Pawn might update only some components of the rotation).

  • auto_destroy_when_finished (bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_manage_active_camera_target (bool): [Read-Write] True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target. Set to false if you want to manually control the camera target.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.

  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered

  • cached_is_virtual_camera_controlled_by_remote_session (bool): [Read-Write] Cached value for IsVirtualCameraControlledByRemoteSession()

  • cached_should_update_target_camera_transform (bool): [Read-Write] Cached value for IsVirtualCameraControlledByRemoteSession()

  • call_pre_replication (bool): [Read-Write]

  • call_pre_replication_for_replay (bool): [Read-Write]

  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • cheat_class (type(Class)): [Read-Write] Class of my CheatManager. see: CheatManager for more information about when it will be instantiated.

  • cheat_manager (CheatManager): [Read-Write] Object that manages “cheat” commands.

    By default:
    • In Shipping configurations, the manager is always disabled because UE_WITH_CHEAT_MANAGER is 0

    • When playing in the editor, cheats are always enabled

    • In other cases, cheats are enabled by default in single player games but can be forced on with the EnableCheats console command

    This behavior can be changed either by overriding APlayerController::EnableCheats or AGameModeBase::AllowCheats.

  • click_event_keys (Array[Key]): [Read-Write] List of keys that will cause click events to be forwarded, default to left click

  • content_bundle_guid (Guid): [Read-Write] The GUID for this actor’s content bundle.

  • current_click_trace_channel (CollisionChannel): [Read-Write] Trace channel currently being used for determining what world object was clicked on.

  • current_mouse_cursor (MouseCursor): [Read-Write] Currently visible mouse cursor

  • custom_time_dilation (float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • data_layer_assets (Array[DataLayerAsset]): [Read-Write]

  • data_layers (Array[ActorDataLayer]): [Read-Only] DataLayers the actor belongs to.

  • default_click_trace_channel (CollisionChannel): [Read-Write] Default trace channel used for determining what world object was clicked on.

  • default_mouse_cursor (MouseCursor): [Read-Write] Type of mouse cursor to show by default

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • enable_auto_lod_generation (bool): [Read-Write] Whether this actor should be considered or not during HLOD generation.

  • enable_click_events (bool): [Read-Write] Whether actor/component click events should be generated.

  • enable_motion_controls (bool): [Read-Write] Whether or not to consider input from motion sources (tilt, acceleration, etc)

  • enable_mouse_over_events (bool): [Read-Write] Whether actor/component mouse over events should be generated.

  • enable_streaming_source (bool): [Read-Write] Whether the PlayerController should be used as a World Partiton streaming source.

  • enable_touch_events (bool): [Read-Write] Whether actor/component touch events should be generated.

  • enable_touch_over_events (bool): [Read-Write] Whether actor/component touch over events should be generated.

  • find_camera_component_when_view_target (bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.

  • force_feedback_enabled (bool): [Read-Write]

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hit_result_trace_distance (float): [Read-Write] Distance to trace when computing click events

  • hlod_layer (HLODLayer): [Read-Write] The UHLODLayer in which this actor should be included.

  • ignores_origin_shifting (bool): [Read-Write] Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • input_pitch_scale (float): [Read-Write] Pitch input speed scaling deprecated: Use the Enhanced Input plugin Scalar Modifier instead. See UInputSettings::bEnableLegacyInputScales to enable legacy behavior

  • input_priority (int32): [Read-Write] The priority of this input component when pushed in to the stack.

  • input_roll_scale (float): [Read-Write] Roll input speed scaling deprecated: Use the Enhanced Input plugin Scalar Modifier instead. See UInputSettings::bEnableLegacyInputScales to enable legacy behavior

  • input_source (TrackerInputSource): [Read-Write] Allows user to select which tracker input should be used

  • input_yaw_scale (float): [Read-Write] Yaw input speed scaling deprecated: Use the Enhanced Input plugin Scalar Modifier instead. See UInputSettings::bEnableLegacyInputScales to enable legacy behavior

  • instigator (Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • is_main_world_only (bool): [Read-Write] If checked, this Actor will only get loaded in a main world (persistent level), it will not be loaded through Level Instances.

  • is_spatially_loaded (bool): [Read-Write] Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • layers (Array[Name]): [Read-Write] Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • live_link_target_name (Name): [Read-Write] Controller for level sequence playback

  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • net_cull_distance_squared (float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_instigated_any_damage (InstigatedAnyDamageSignature): [Read-Write] Called when the controller has instigated damage in any way

  • on_offset_reset (VirtualCameraResetOffsetsDelegate): [Read-Write]

  • on_possessed_pawn_changed (OnPossessedPawnChanged): [Read-Write] Called on both authorities and clients when the possessed pawn changes (either OldPawn or NewPawn might be nullptr)

  • on_released (ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • override_player_input_class (type(Class)): [Read-Write] If set, then this UPlayerInput class will be used instead of the Input Settings’ DefaultPlayerInputClass

  • physics_replication_mode (PhysicsReplicationMode): [Read-Write] Which mode to replicate physics through for this actor. Only relevant if the actor replicates movement and has a component that simulate physics.

  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor

  • player_camera_manager (PlayerCameraManager): [Read-Write] Camera manager associated with this Player Controller.

  • player_camera_manager_class (type(Class)): [Read-Write] PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used

  • player_is_waiting (bool): [Read-Only] True if PlayerController is currently waiting for the match to start or to respawn. Only valid in Spectating state.

  • player_state (PlayerState): [Read-Write] PlayerState containing replicated information about the player using this controller (only exists for players, not NPCs).

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • remote_role (NetRole): [Read-Only] Describes how much control the remote machine has over the actor.

  • replay_rewindable (bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.

  • replicated_movement (RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()

  • required_sequencer_recorder_camera_settings (Array[Name]): [Read-Write] Array of any properties that should be recorded

  • role (NetRole): [Read-Only] Describes how much control the local machine has over the actor.

  • root_actor (VPRootActor): [Read-Write]

  • root_component (SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • runtime_grid (Name): [Read-Write] Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • should_perform_full_tick_when_paused (bool): [Read-Write] Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.

  • show_mouse_cursor (bool): [Read-Write] Whether the mouse cursor should be displayed.

  • smooth_target_view_rotation_speed (float): [Read-Write] Interp speed for blending remote view rotation for smoother client updates

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • streaming_source_debug_color (Color): [Read-Write] Color used for debugging.

  • streaming_source_priority (StreamingSourcePriority): [Read-Write] PlayerController streaming source priority.

  • streaming_source_shapes (Array[StreamingSourceShape]): [Read-Write] Optional aggregated shape list used to build a custom shape for the streaming source. When empty, fallbacks sphere shape with a radius equal to grid’s loading range.

  • streaming_source_should_activate (bool): [Read-Write] Whether the PlayerController streaming source should activate cells after loading.

  • streaming_source_should_block_on_slow_streaming (bool): [Read-Write] Whether the PlayerController streaming source should block on slow streaming.

  • tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing.

  • target_camera_actor_class (type(Class)): [Read-Write] Class of CameraActor to spawn to allow user to use their own customized camera

  • tracker_post_offset (TrackingOffset): [Read-Write] Offset applied to calculated location after tracker transform is added

  • tracker_pre_offset (TrackingOffset): [Read-Write] Offset applied to calculated location before tracker transform is added

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

activate_game_viewport() None

Helper to bring the game viewport to front.

add_blendable_to_camera(blendable_to_add, weight) None

Adds a blendable object to the camera’s post process settings.

Parameters:
  • blendable_to_add (BlendableInterface) – The blendable that will be added to the post process settings

  • weight (float) – The weighting of the blendable’s alpha

property cached_is_virtual_camera_controlled_by_remote_session: bool

[Read-Only] Cached value for IsVirtualCameraControlledByRemoteSession()

Type:

(bool)

property cached_should_update_target_camera_transform: bool

[Read-Only] Cached value for IsVirtualCameraControlledByRemoteSession()

Type:

(bool)

change_aperture_preset(shift_up) float

Adjusts the aperture of the camera to an adjacent preset value.

Parameters:

shift_up (bool) – If true, the aperture will increase; if false, it will decrease

Returns:

the new aperture of the camera

Return type:

float

change_focal_length_preset(shift_up) float

Adjust the focal length of the camera to an adjecent preset value.

Parameters:

shift_up (bool) – If true, the focal length will increase; if false, it will decrease

Returns:

the new focal length of the camera in mm

Return type:

float

clear_active_level_sequence() None

Clears the current level sequence player, needed when recording clean takes of something

delete_preset(preset_name) int32

Deletes a preset using its name as the key.

Parameters:

preset_name (str) – The name of the preset to delete

Returns:

the number of values associated with the key

Return type:

int32

delete_screenshot(screenshot_name) int32

Deletes a screenshot, using its name as the key.

Parameters:

screenshot_name (str) – The name of the screenshot to delete

Returns:

the number of values associated with the key

Return type:

int32

delete_waypoint(waypoint_name) int32

Deletes a waypoint, using its name as the key.

Parameters:

waypoint_name (str) – The name of the waypoint to delete

Returns:

the number of values associated with the key

Return type:

int32

focus_method_changed(new_focus_method) None

Blueprint event for when the focus method is changed.

Parameters:

new_focus_method (VirtualCameraFocusMethod) –

get_active_level_sequence() LevelSequence

Returns the currently selected sequence

Returns:

the current selected sequence; returns nullptr if no selected sequence

Return type:

LevelSequence

get_active_level_sequence_name() str

Returns the asset name of the currently selected sequence

Returns:

the name of the crrent selected sequence; returns empty string if no selected sequence

Return type:

str

get_axis_movement_scale(axis_to_retrieve) float

Gets movement scale for a specific axis.

Parameters:

axis_to_retrieve (VirtualCameraAxis) – The axis of the scale value needed

Returns:

the movement scale for the given axis

Return type:

float

get_axis_stabilization_scale(axis_to_retrieve) float

Gets stabalization scale for a specific axis.

Parameters:

axis_to_retrieve (VirtualCameraAxis) – The axis of the stabilization value needed

Returns:

the stabilization scale for the given axis

Return type:

float

get_current_aperture() float

Get the current aperture value on the camera.

Returns:

the current aperture of the camera component

Return type:

float

get_current_filmback_name() str

Get the name of the current preset filmback option on the camera.

Returns:

the name of the current preset filmback option

Return type:

str

get_current_focal_length() float

Get the current focal length value on the camera.

Returns:

the current focal length of the camera being viewed

Return type:

float

get_current_focus_distance() float

Returns the current focus distance of the camera.

Returns:

the focal distance of the camera

Return type:

float

get_current_focus_method() VirtualCameraFocusMethod

Returns the current focus method.

Returns:

the focus method being used

Return type:

VirtualCameraFocusMethod

get_current_sequence_frame_rate() FrameRate

Get the frame rate of the currently selected sequence

Returns:

the frame rate in frames per second

Return type:

FrameRate

get_current_sequence_playback_end() FrameNumber

Get the end position of the currently selected sequence

Returns:

the end position of the sequence in FrameNumber

Return type:

FrameNumber

get_current_sequence_playback_start() FrameNumber

Get the start position of the currently selected sequence

Returns:

the start position of the sequence in FrameNumber

Return type:

FrameNumber

get_custom_tracker_location_and_rotation() -> (out_tracker_location=Vector, out_tracker_rotation=Rotator)

Overridable function to allow user to get tracker data from blueprints.

Returns:

out_tracker_location (Vector): The current location of the tracker being used

out_tracker_rotation (Rotator): The current rotation of the tracker being used

Return type:

tuple

get_desired_distance_units() Unit

Returns previously set unit of distance.

Returns:

DesiredUnits - The unit that is used for distance measures like focus distance

Return type:

Unit

get_distance_in_desired_units(input_distance, conversion_unit) str

Converts a distance in unreal units (cm) to other units of measurement for display.

Parameters:
  • input_distance (float) – A distance in Unreal Units to be converted

  • conversion_unit (Unit) – The desired unit of distance to be used

Returns:

the distance converted and put into a string for display

Return type:

str

get_filmback_preset_options() Array[str] or None

Stores the names of all available filmback presets into an array.

Returns:

true if operation was successful

out_filmback_presets_array (Array[str]):

Return type:

Array[str] or None

get_focus_plane_color() Color

Get the current color of the focus plane that should be used

Returns:

The name of the current or next sequence that will be recorded

Return type:

Color

get_level_sequence_length() FrameNumber

Gets the length of the currently selected level sequence

Returns:

the length of the level sequence in FrameNumber

Return type:

FrameNumber

get_level_sequences() Array[LevelSequenceData]

Returns the names of each level sequence asset in the project

Returns:

out_level_sequence_names (Array[LevelSequenceData]): Upon return, array will contain all available level sequence names

Return type:

Array[LevelSequenceData]

get_matte_aspect_ratio() float

Returns the current matte aspect ratio.

Returns:

the current matte setting

Return type:

float

get_matte_opacity() float

Set the matte aspect ratio to a new value.

Returns:

The desired matte opacity to use

Return type:

float

get_matte_values() Array[float]

Returns the values of all matte options.

Returns:

out_matte_values (Array[float]): Upon return, array will contain all matte values.

Return type:

Array[float]

get_playback_position() FrameTime

Gets the playback position of the level sequence

Returns:

the current playback position

Return type:

FrameTime

get_playback_timecode() Timecode

Gets the playback Timecode of the level sequence

Returns:

the current playback Timecode

Return type:

Timecode

get_screenshot_info(screenshot_name) VirtualCameraScreenshot

Returns the information associated with a Screenshot.

Parameters:

screenshot_name (str) – The name of the screenshot to retrieve

Returns:

out_screenshot_info (VirtualCameraScreenshot): Upon return, will hold the info for the screenshot.

Return type:

VirtualCameraScreenshot

get_screenshot_names() Array[str]

Collects a list of existing screenshot names.

Returns:

out_array (Array[str]): Upon return, will store screenshot names.

Return type:

Array[str]

get_settings_presets() Map[str, VirtualCameraSettingsPreset]

Returns a sorted TMap of the current presets.

Returns:

a sorted TMap of settings presets

Return type:

Map[str, VirtualCameraSettingsPreset]

get_target_camera() CineCameraActor

Returns the target camera that was spawned for this play

Return type:

CineCameraActor

get_touch_input_state() TouchInputState

Sets the current state of touch input.

Returns:

the current state of the input

Return type:

TouchInputState

get_waypoint_info(waypoint_name) VirtualCameraWaypoint

Returns the information associated with a waypoint.

Parameters:

waypoint_name (str) – The name of the waypoint to retrieve

Returns:

out_waypoint_info (VirtualCameraWaypoint): Upon return, will hold the info for that waypoint.

Return type:

VirtualCameraWaypoint

get_waypoint_names() Array[str]

Collects a list of existing waypoint names.

Returns:

out_array (Array[str]): Upon return, will store the waypoint names.

Return type:

Array[str]

initialize_auto_focus_point() None

Sets the autofocus point to the correct starting location at the center of the screen

property input_source: TrackerInputSource

[Read-Write] Allows user to select which tracker input should be used

Type:

(TrackerInputSource)

is_axis_locked(axis_to_check) bool

Checks if an axis is locked.

Parameters:

axis_to_check (VirtualCameraAxis) – The axis being checked

Returns:

true if locked false otherwise

Return type:

bool

is_focus_visualization_activated() bool

Checks whether or not focus visualization is activate

Returns:

the current state of touch event visualization

Return type:

bool

is_focus_visualization_allowed() bool

Checks whether or not focus visualization can activate

Returns:

the current state of touch event visualization

Return type:

bool

is_playing() bool

Check to see if the sequence is playing

Returns:

if the sequence is playing

Return type:

bool

is_sequencer_locked_to_camera_cut() bool

Gets the locked to camera cut from the active LevelSequence

Return type:

bool

is_touch_input_in_focus_mode() bool

Helper to check if touch input state is in a touch focus mode.

Returns:

if touch input is in touch focus mode

Return type:

bool

is_using_global_boom() bool

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

Return type:

bool

is_virtual_camera_controlled_by_remote_session() bool
  • Is this machine should display the Virtual Camera UI and establish a connection with the remote session app.

Return type:

bool

jump_to_level_sequence_end() None

Goes to the end of the level sequence and pauses

jump_to_level_sequence_start() None

Goes to the start of the level sequence and pauses

jump_to_playback_position(frame_number) None

Sets the playback position of the level sequence.

Parameters:

frame_number (FrameNumber) – New FrameNumber to jump to.

[Read-Only] Controller for level sequence playback

Type:

(Name)

load_preset(preset_name) bool

Loads a preset using its name as a string key.

Parameters:

preset_name (str) –

Returns:

true if successful, false otherwise

Return type:

bool

load_screenshot_view(screenshot_name) bool

Moves a camera to the location where a screenshot was taken and restores camera settings used for that screenshot.

Parameters:

screenshot_name (str) –

Returns:

whether or not the load was successful

Return type:

bool

property on_offset_reset: VirtualCameraResetOffsetsDelegate

[Read-Write]

Type:

(VirtualCameraResetOffsetsDelegate)

on_record_enabled_state_changed(is_record_enabled) None

Blueprint Event for updating if a sequence can be recorded or not.

Parameters:

is_record_enabled (bool) – If the loaded sequence can record or not.

on_stopped() None

Blueprint Event for when a sequence stops playing.

pause_level_sequence() None

Pauses the playing of the current level sequence.

play_level_sequence() None

Plays current level sequence

play_level_sequence_in_reverse() None

Plays current level sequence in reverse

reset_camera_offsets_to_tracker() None

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

resume_level_sequence_play() None

Plays current level sequence from the current time.

property root_actor: VPRootActor

[Read-Only]

Type:

(VPRootActor)

save_home_waypoint(new_home_waypoint_name) None

Stores the new home waypoint location.

Parameters:

new_home_waypoint_name (str) – The name of the new home waypoint to use

save_preset(save_camera_settings, save_stabilization, save_axis_locking, save_motion_scale) str

Saves a preset into the list of presets.

Parameters:
  • save_camera_settings (bool) – Should this preset save camera settings

  • save_stabilization (bool) – Should this preset save stabilization settings

  • save_axis_locking (bool) – Should this preset save axis locking settings

  • save_motion_scale (bool) – Should this preset save motion scaled settings

Returns:

the name of the preset

Return type:

str

save_waypoint() str

Stores the current pawn location as a waypoint.

Returns:

the index of the new waypoint in the saved waypoints array

Return type:

str

set_active_level_sequence(new_level_sequence) bool

Changes the active level sequence to a new level sequence.

Parameters:

new_level_sequence (LevelSequence) –

Returns:

true if a valid level sequence player was found, false if no level sequence player is currently available

Return type:

bool

set_allow_focus_plane_visualization(should_allow_focus_visualization) None

Sets whether or not to use focus visualization

Parameters:

should_allow_focus_visualization (bool) – the current state of touch event visualization

set_axis_stabilization_scale(axis_to_adjust, new_stabilization_amount) float

Sets the stabilization rate for a given lock.

Parameters:
  • axis_to_adjust (VirtualCameraAxis) – The axis whose stabilization rate should be changed

  • new_stabilization_amount (float) – The stabilization amount we should attempt to set the value

Returns:

the actual value the stabilization amount was set to after clamping

Return type:

float

set_current_aperture(new_aperture) None

Set the current aperture value on the camera.

Parameters:

new_aperture (float) – The current aperture of the camera component

set_current_focal_length(new_focal_length) None

Sets the current focal length of the cinematic camera to a given value.

Parameters:

new_focal_length (float) – The target focal length of the camera

set_current_focus_distance(new_focus_distance) None

Sets the current focus distance of the cinematic camera to a given value.

Parameters:

new_focus_distance (float) – The target focus distance of the camera

set_desired_distance_units(desired_units) None

Sets unit of distance.

Parameters:

desired_units (Unit) – The new unit to use for distance measures like focus distance

set_filmback_preset_option(new_filmback_preset) bool

Set the filmback settings to a new filmback preset.

Parameters:

new_filmback_preset (str) –

Returns:

true if operation was successful; false if NewFilmbackPreset is not a valid option

Return type:

bool

set_focus_method(new_focus_method) None

Sets the camera focus method.

Parameters:

new_focus_method (VirtualCameraFocusMethod) – The new focus method to be used by the camera

set_focus_plane_color(new_focus_plane_color) None

Changes focus plane color.

Parameters:

new_focus_plane_color (Color) –

set_focus_visualization(show_focus_visualization) None

Toggles focus visualization tools on camera.

Parameters:

show_focus_visualization (bool) – The desired state of the visualization tools

set_matte_aspect_ratio(new_matte_aspect_ratio) bool

Set the matte aspect ratio to a new value.

Parameters:

new_matte_aspect_ratio (float) – The desired matte aspect to use

Returns:

true if operation was successful; false if NewMattePreset is not a valid input

Return type:

bool

set_matte_opacity(new_matte_opacity) None

Set the matte aspect ratio to a new value.

Parameters:

new_matte_opacity (float) – The desired matte aspect opacity to use

set_movement_scale(axis_to_adjust, new_movement_scale) None

Sets the movement scale of the camera actor.

Parameters:
  • axis_to_adjust (VirtualCameraAxis) – The axis to set movement scale on (setting for rotation axes is allowed but has no effect)

  • new_movement_scale (float) – The desired scaling factor for calculating movement along this axis

set_preset_favorite_status(preset_name, is_favorite) None

Sets whether or not a preset is favorited

Parameters:
  • preset_name (str) – The name of the preset to adjust favorite setting for

  • is_favorite (bool) – Whether settings should be saved

set_save_settings_when_closing(should_settings_save) None

Sets whether settings should be saved on exit.

Parameters:

should_settings_save (bool) – Whether settings should be saved

set_screenshot_favorite_status(screenshot_name, is_favorite) None

Sets whether or not a screenshot is favorited

Parameters:
  • screenshot_name (str) – The name of the screenshot to adjust favorite setting for

  • is_favorite (bool) – Whether settings should be saved

set_sequencer_locked_to_camera_cut(lock_view) None

Sets the locked to camera cut from the active LevelSequence

Parameters:

lock_view (bool) –

set_touch_input_state(new_input_state) None

Sets the current state of touch input.

Parameters:

new_input_state (TouchInputState) – The new state of the input

set_use_global_boom(should_use_global_boom) None

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

Parameters:

should_use_global_boom (bool) – True to use global Z axis, false to use local Z axis

set_waypoint_favorite_status(waypoint_name, is_favorite) None

Sets whether or not a waypoint is favorited

Parameters:
  • waypoint_name (str) – The name of the waypoint to adjust favorite setting for

  • is_favorite (bool) – Whether settings should be saved

set_zero_dutch_on_lock(value) None

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

Parameters:

value (bool) – The new setting to use for zeroing dutch on lock

should_save_settings_when_closing() bool

Check whether settings should save when closing

Returns:

whether settings should save when closing

Return type:

bool

should_update_target_camera_transform() bool
  • In multi user session, how should we update the information across different sessions.

Return type:

bool

stop_level_sequence_play() None

Stops the currently playing level sequence.

take_screenshot() str

Takes a screenshot from the current view and saves the location and camera settings.

Returns:

the index of the saved screenshot in the screenshots array

Return type:

str

property target_camera_actor_class: Class

[Read-Only] Class of CameraActor to spawn to allow user to use their own customized camera

Type:

(type(Class))

teleport_to_home_waypoint() None

Teleports to the current marked home waypoint.

teleport_to_waypoint(waypoint_index) bool

Teleports the pawn to a specific location.

Parameters:

waypoint_index (str) – The index of the target waypoint in the waypoints array

Returns:

if the teleport was successful, return true

Return type:

bool

toggle_axis_freeze(axis_to_toggle) bool

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

Parameters:

axis_to_toggle (VirtualCameraAxis) – The axis whose lock should be toggled

Returns:

the new frozen state of AxisToToggle (true = frozen)

Return type:

bool

toggle_axis_lock(axis_to_toggle) bool

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

Parameters:

axis_to_toggle (VirtualCameraAxis) – The axis whose lock should be turned on/off

Returns:

the new locked state of AxisToToggle (true = locked)

Return type:

bool

property tracker_post_offset: TrackingOffset

[Read-Only] Offset applied to calculated location after tracker transform is added

Type:

(TrackingOffset)

property tracker_pre_offset: TrackingOffset

[Read-Only] Offset applied to calculated location before tracker transform is added

Type:

(TrackingOffset)

update_focus_reticle(new_reticle_location) None

Blueprint Event for updating position of autofocus reticle.

Parameters:

new_reticle_location (Vector) – The new location of the autofocus reticle