#include <ComposableCameraActionBase.h>
Inherits:
UObjectSubclassed by:UComposableCameraMoveToAction,UComposableCameraResetPitchAction,UComposableCameraRotateToAction
A camera action is a hook where you can do anything before/after a camera is evaluated, or before/after some node is evaluated.
Public Attributes¶
| Return | Name | Description |
|---|---|---|
EComposableCameraActionExecutionType |
ExecutionType |
|
TSubclassOf< UComposableCameraCameraNodeBase > |
TargetNodeClass |
|
uint8 |
ExpirationType |
|
float |
Duration |
|
bool |
bOnlyForCurrentCamera |
|
AComposableCameraPlayerCameraManager * |
PlayerCameraManager |
ExecutionType¶
EComposableCameraActionExecutionType ExecutionType { }
TargetNodeClass¶
TSubclassOf< UComposableCameraCameraNodeBase > TargetNodeClass
ExpirationType¶
uint8 ExpirationType { static_cast<uint8>( | ) }
Duration¶
float Duration { 1.f }
bOnlyForCurrentCamera¶
bool bOnlyForCurrentCamera { true }
PlayerCameraManager¶
AComposableCameraPlayerCameraManager * PlayerCameraManager {}
Public Methods¶
| Return | Name | Description |
|---|---|---|
bool |
OnCanExecute |
|
bool |
CanExecute |
|
bool |
CanExecute_Implementation virtual inline |
|
void |
OnExecute |
|
void |
OnExecute_Implementation virtual inline |
|
void |
ExpireAction inline |
|
float |
GetElapsedTime const inline |
Time since this action began ticking, in seconds. Only meaningful when ExpirationType has the Duration bit set (Duration expiration fires when ElapsedTime >= Duration). Exposed for debug tooling (the Actions panel region); gameplay code should not poll it — use the lifecycle hooks instead. |
OnCanExecute¶
bool OnCanExecute(float DeltaTime, const FComposableCameraPose & CurrentCameraPose)
CanExecute¶
bool CanExecute(float DeltaTime, const FComposableCameraPose & CurrentCameraPose)
CanExecute_Implementation¶
virtual inline
virtual inline bool CanExecute_Implementation(float DeltaTime, const FComposableCameraPose & CurrentCameraPose)
OnExecute¶
void OnExecute(float DeltaTime, const FComposableCameraPose & CurrentCameraPose, FComposableCameraPose & OutCameraPose)
OnExecute_Implementation¶
virtual inline
virtual inline void OnExecute_Implementation(float DeltaTime, const FComposableCameraPose & CurrentCameraPose, FComposableCameraPose & OutCameraPose)
ExpireAction¶
inline
inline void ExpireAction()
GetElapsedTime¶
const inline
inline float GetElapsedTime() const
Time since this action began ticking, in seconds. Only meaningful when ExpirationType has the Duration bit set (Duration expiration fires when ElapsedTime >= Duration). Exposed for debug tooling (the Actions panel region); gameplay code should not poll it — use the lifecycle hooks instead.
Private Attributes¶
| Return | Name | Description |
|---|---|---|
bool |
bCanExecuteInstant |
|
bool |
bCanExecuteDuration |
|
bool |
bCanExecuteManual |
|
bool |
bCanExecuteCondition |
|
float |
ElapsedTime |
bCanExecuteInstant¶
bool bCanExecuteInstant { true }
bCanExecuteDuration¶
bool bCanExecuteDuration { true }
bCanExecuteManual¶
bool bCanExecuteManual { true }
bCanExecuteCondition¶
bool bCanExecuteCondition { true }
ElapsedTime¶
float ElapsedTime { 0.f }