#include <ComposableCameraLevelSequenceActor.h>
Inherits:
AActor
Actor dedicated to binding composable cameras into a Level Sequence.
Structure
RootComponent = UCineCameraComponent (OutputCineCameraComponent) ← viewport terminal Sibling = UComposableCameraLevelSequenceComponent ← logic/data driver
Mirrors ACineCameraActor's shape: the CineCamera is the Actor's root component, so every native UE path ("find a UCameraComponent on this actor", Camera Cut Track, viewport Pilot, Sequencer's Camera Cut target resolution) lands on it immediately. PCM::SetViewTarget's implicit- activation filter hits its root-is-camera fast path identical to how it handles CineCameraActor.
The LevelSequenceComponent is a plain UActorComponent (no transform) — it holds the TypeAssetReference bag and drives the internal CCS camera, projecting each tick's pose onto the CineCamera.
Spawnable-only
Marked NotPlaceable so it cannot be dragged into a level directly — this camera's lifetime is owned by Sequencer (the Spawnable binding spawns it on section entry, destroys it on section exit). A free-standing actor in the level has no meaning: no Sequencer means no section ⇒ no evaluation signal (see UComposableCameraLevelSequenceComponent::SetEvaluationEnabled).
NotPlaceable does NOT prevent Sequencer's spawn register from instantiating the class — it only hides it from the "Place Actors" panel and editor drag operations, which is exactly what we want.
Runtime driver
All real work lives on the LevelSequenceComponent — the actor has no per-frame responsibilities of its own.
Public Methods¶
| Return | Name | Description |
|---|---|---|
AComposableCameraLevelSequenceActor |
AComposableCameraLevelSequenceActor¶
AComposableCameraLevelSequenceActor(const FObjectInitializer & ObjectInitializer)
Protected Attributes¶
| Return | Name | Description |
|---|---|---|
TObjectPtr< UComposableCameraLevelSequenceComponent > |
LevelSequenceComponent |
Logic-and-data driver ActorComponent. Holds the TypeAssetReference (TypeAsset + Parameters / Variables bags), spawns the transient internal CCS camera each tick, and projects the resulting pose onto the CineCamera root component. Not the Actor's root — the CineCamera is, so native UCameraComponent lookups resolve immediately. |
LevelSequenceComponent¶
TObjectPtr< UComposableCameraLevelSequenceComponent > LevelSequenceComponent
Logic-and-data driver ActorComponent. Holds the TypeAssetReference (TypeAsset + Parameters / Variables bags), spawns the transient internal CCS camera each tick, and projects the resulting pose onto the CineCamera root component. Not the Actor's root — the CineCamera is, so native UCameraComponent lookups resolve immediately.
Protected Methods¶
BeginPlay¶
virtual
virtual void BeginPlay()
EndPlay¶
virtual
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason)