UCameraComponent

Inheritance Hierarchy

Syntax

class UCameraComponent : public USceneComponent

Remarks

Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides. The default behavior for an actor used as the camera view target is to look for an attached camera component and use its location, rotation, and settings.

Variables

Name Description

Protected variable

float

 

AdditiveFOVOffset

An optional extra FOV offset to adjust the final view without modifying the component

Protected variable

FTransform

 

AdditiveOffset

An optional extra transform to adjust the final view without moving the component, in the camera's local space

Protected variable

uint32: 1

 

bUseAdditiveOffset

True to enable the additive view offset, for adjusting the view without moving the component.

Public variable

bool

 

bUseControllerViewRotation

DEPRECATED variable: use "bUsePawnControlRotation" instead.

Protected variable

UStaticMesh ...

 

CameraMesh

Protected variable

UDrawFrustumCom...

 

DrawFrustum

The frustum component used to show visually where the camera field of view is.

Protected variable

TArray < FPostPr ...

 

ExtraPostProcessBlends

Optional extra PostProcessing blends stored for this camera.

Protected variable

TArray < float >

 

ExtraPostProcessBlendWeights

Public variable

float

 

PostProcessBlendWeight

Indicates if PostProcessSettings should be used when using this Camera to view through.

Public variable

FPostProcessSet ...

 

PostProcessSettings

Post process settings to use for this camera.

Public variable

TEnumAsByte < EC ...

 

ProjectionMode

The type of camera.

Protected variable

UStaticMeshComp ...

 

ProxyMeshComponent

The camera mesh to show visually where the camera is placed.

Functions

Name Description

Public function

void

 

AddAdditiveOffset

(
    FTransform const& Transform,
    float FOV
)

Applies the given additive offset, preserving any existing offset

Public function

void

 

AddExtraPostProcessBlend

(
    FPostProcessSettings const& PPSett...,
    float PPBlendWeight
)

Stores a given PP and weight to be later applied when the final PP is computed.

Public function

void

 

AddOrUpdateBlendable

(
    TScriptInterface < IBlendableInterfa ...,
    float InWeight
)

Adds an Blendable (implements IBlendableInterface ) to the array of Blendables (if it doesn't exist) and update the weight

Public function Static

void

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Public function

void

 

ClearAdditiveOffset()

Removes any additive offset.

Public function

void

 

ClearExtraPostProcessBlends()

Removes any extra PP blends.

Public function Virtual

void

 

GetCameraView

(
    float DeltaTime,
    FMinimalViewInfo & DesiredView
)

End of UObject interface.

Public function

void

 

GetExtraPostProcessBlends

(
    TArray < FPostProcessSettings >& Ou...,
    TArray < float >& OutWeights
)

Returns any extra PP blends that were stored.

Public function Virtual

void

 

NotifyCameraCut()

Can be called from external code to notify that this camera was cut to, so it can update things like interpolation if necessary.

Public function

void

 

OverrideFrustumColor

(
    FColor OverrideColor
)

Public function Virtual

void

 

RefreshVisualRepresentation()

Refreshes the visual components to match the component state.

Protected function Virtual

void

 

ResetProxyMeshTransform()

Public function

void

 

RestoreFrustumColor()

Public function Virtual

void

 

SetCameraMesh

(
    UStaticMesh * Mesh
)

Public function

void

 

SetPostProcessBlendWeight

(
    float InPostProcessBlendWeight
)

Public function

void

 

SetProjectionMode

(
    ECameraProjectionMode::Type InProje...
)

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog.

Public function Virtual

void

 

OnComponentDestroyed

(
    bool bDestroyingHierarchy
)

Called when a component is destroyed

Public function Virtual

void

 

OnRegister()

UActorComponent interface.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

End of UActorComponent interface.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object, and immediately after any undo/redo.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

UObject serializer.

References

Module

Engine

Header

Runtime/Engine/Classes/Camera/CameraComponent.h