#include <ComposableCameraActionBase.h>

Inherits: UObject Subclassed 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


bCanExecuteInstant

bool bCanExecuteInstant { true }

bCanExecuteDuration

bool bCanExecuteDuration { true }

bCanExecuteManual

bool bCanExecuteManual { true }

bCanExecuteCondition

bool bCanExecuteCondition { true }

ElapsedTime

float ElapsedTime { 0.f }