#include <ComposableCameraBlueprintLibrary.h>

Inherits: UBlueprintFunctionLibrary

Blueprint library.

Public Methods

Return Name Description
DECLARE_FUNCTION inline

DECLARE_FUNCTION

inline

inline DECLARE_FUNCTION(execSetParameterBlockValue)

Public Static Methods

Return Name Description
AComposableCameraCameraBase * ActivateComposableCameraFromTypeAsset static Activate a composable camera from a Camera Type Asset (data-driven workflow).
AComposableCameraCameraBase * ActivateComposableCameraFromDataTable static Activate a composable camera from a DataTable row.
void TerminateCurrentCamera static Terminate the current camera — pops the active (top) context off the stack. The previous context resumes with an optional transition. Cannot pop the base context.
void PopCameraContext static Pop a specific camera context by name. If this is the active context, the previous context resumes with an optional transition. Cannot pop the base context if it is the last one remaining.
int32 GetCameraContextStackDepth static Get the current depth of the camera context stack.
FName GetActiveContextName static Get the name of the currently active (top) context.
void AddModifier static Add a modifier data asset.
void RemoveModifier static Remove a modifier data asset.
UComposableCameraActionBase * AddAction static Add a camera action. Multiple actions of the same class are not allowed.
void ExpireAction static Expire a camera action.
AComposableCameraPlayerCameraManager * GetComposableCameraPlayerCameraManager static Get player camera manager and cast it to ComposableCameraPlayerCameraManager. Can be null if it's not the type.
void SetParameterBlockValue static Custom thunk function for setting a single value in a ParameterBlock. Used internally by UK2Node_ActivateComposableCamera to fill the parameter block at compile time.
FVector MakeLiteralVector static
FVector4 MakeLiteralVector4 static
FVector2D MakeLiteralVector2D static
FRotator MakeLiteralRotator static
FTransform MakeLiteralTransform static

ActivateComposableCameraFromTypeAsset

static

static AComposableCameraCameraBase * ActivateComposableCameraFromTypeAsset(const UObject * WorldContextObject, int32 PlayerIndex, UComposableCameraTypeAsset * CameraTypeAsset, FName ContextName, UComposableCameraTransitionDataAsset * TransitionOverride, FComposableCameraParameterBlock Parameters, FComposableCameraActivateParams ActivationParams)

Activate a composable camera from a Camera Type Asset (data-driven workflow).
The type asset defines the node composition, exposed parameters, internal variables, and default transition.
This function is hidden from the Blueprint palette because designers should author activation calls through UK2Node_ActivateComposableCamera instead — that K2 node generates a typed pin per exposed parameter and expands into this call at compile time. Exposing the raw FComposableCameraParameterBlock form in the BP menu would create a second, untyped, strictly worse workflow alongside the K2 node.

Parameters

  • WorldContextObject World context object.

  • PlayerIndex Player index (0 for single player).

  • CameraTypeAsset The camera type data asset to instantiate.

  • ContextName Optional context name. If valid, the camera activates in the specified context (auto-pushing if needed). If NAME_None, activates in the current active context.

  • TransitionOverride Optional transition. If nullptr, the type asset's EnterTransition is used.

  • Parameters Parameter block with exposed parameter values for this camera type.

  • ActivationParams Parameters to define transient, lifetime, and pose preservation behavior.

Returns

The activated camera instance.


ActivateComposableCameraFromDataTable

static

static AComposableCameraCameraBase * ActivateComposableCameraFromDataTable(const UObject * WorldContextObject, int32 PlayerIndex, UDataTable * DataTable, FName RowName, FComposableCameraParameterBlock OverrideParameters)

Activate a composable camera from a DataTable row.

The row is expected to be of type FComposableCameraParameterTableRow. The row's CameraType is sync-loaded and its Parameters.Values map is parsed via FComposableCameraParameterBlock::ApplyStringValue using the type's exposed parameters. Parse failures are logged to LogComposableCameraSystem and fall back to the node pin's authored default so activation never refuses to proceed on a single bad cell; parameters with no valid source at all end up at the runtime data block's zero-initialized default.

If OverrideParameters is non-empty, its entries take precedence over the row-parsed values — an override entry for a given name replaces the row value entirely. This is how the K2 node's "Add Override Pin" feature works: the row provides the base configuration, and the override block carries per-call-site adjustments authored on the K2 node's dynamic pins.

This function is hidden from the Blueprint palette because designers should author DataTable-driven activation calls through UK2Node_ActivateComposableCameraFromDataTable instead — that K2 node provides a row-struct-filtered DataTable asset picker and a live row-name dropdown, and expands into this call at compile time.

Parameters

  • WorldContextObject World context object.

  • PlayerIndex Player index (0 for single player).

  • DataTable DataTable asset containing the row.

  • RowName Name of the row to activate. The row's ActivationParams struct is used directly.

  • OverrideParameters Optional per-call-site overrides that take precedence over the row's string-map values.

Returns

The activated camera instance, or nullptr on failure.


TerminateCurrentCamera

static

static void TerminateCurrentCamera(const UObject * WorldContextObject, AComposableCameraPlayerCameraManager * PlayerCameraManager, UComposableCameraTransitionDataAsset * TransitionOverride, FComposableCameraActivateParams ActivationParams)

Terminate the current camera — pops the active (top) context off the stack. The previous context resumes with an optional transition. Cannot pop the base context.

Parameters

  • WorldContextObject World context object.

  • PlayerCameraManager The player camera manager, must be a ComposableCameraPlayerCameraManager.

  • TransitionOverride Optional transition. If nullptr, falls back to the resume camera's EnterTransition.

  • ActivationParams Optional activation params for the resume camera.


PopCameraContext

static

static void PopCameraContext(const UObject * WorldContextObject, AComposableCameraPlayerCameraManager * PlayerCameraManager, FName ContextName, UComposableCameraTransitionDataAsset * TransitionOverride, FComposableCameraActivateParams ActivationParams)

Pop a specific camera context by name. If this is the active context, the previous context resumes with an optional transition. Cannot pop the base context if it is the last one remaining.

Parameters

  • WorldContextObject World context object.

  • PlayerCameraManager The player camera manager, must be a ComposableCameraPlayerCameraManager.

  • ContextName The name identifying which context to pop.

  • TransitionOverride Optional transition. If nullptr, falls back to the resume camera's EnterTransition.

  • ActivationParams Optional activation params for the resume camera.


GetCameraContextStackDepth

static

static int32 GetCameraContextStackDepth(const UObject * WorldContextObject, AComposableCameraPlayerCameraManager * PlayerCameraManager)

Get the current depth of the camera context stack.

Parameters

  • WorldContextObject World context object.

  • PlayerCameraManager The player camera manager, must be a ComposableCameraPlayerCameraManager.

Returns

The number of contexts on the stack (1 = base context only).


GetActiveContextName

static

static FName GetActiveContextName(const UObject * WorldContextObject, AComposableCameraPlayerCameraManager * PlayerCameraManager)

Get the name of the currently active (top) context.

Parameters

  • WorldContextObject World context object.

  • PlayerCameraManager The player camera manager, must be a ComposableCameraPlayerCameraManager.

Returns

The active context's name.


AddModifier

static

static void AddModifier(const UObject * WorldContextObject, AComposableCameraPlayerCameraManager * PlayerCameraManager, UComposableCameraNodeModifierDataAsset * ModifierAsset)

Add a modifier data asset.

Parameters

  • WorldContextObject World context object.

  • PlayerCameraManager The player camera manager, must be a ComposableCameraPlayerCameraManager.

  • ModifierAsset Data asset for modifiers to add.


RemoveModifier

static

static void RemoveModifier(const UObject * WorldContextObject, AComposableCameraPlayerCameraManager * PlayerCameraManager, UComposableCameraNodeModifierDataAsset * ModifierAsset)

Remove a modifier data asset.

Parameters

  • WorldContextObject World context object.

  • PlayerCameraManager The player camera manager, must be a ComposableCameraPlayerCameraManager.

  • ModifierAsset Data asset for modifiers to remove.


AddAction

static

static UComposableCameraActionBase * AddAction(const UObject * WorldContextObject, AComposableCameraPlayerCameraManager * PlayerCameraManager, TSubclassOf< UComposableCameraActionBase > ActionClass, bool bOnlyForCurrentCamera)

Add a camera action. Multiple actions of the same class are not allowed.

Parameters

  • WorldContextObject World context object.

  • PlayerCameraManager The player camera manager, must be a ComposableCameraPlayerCameraManager.

  • ActionClass The class of action you want to add.

  • bOnlyForCurrentCamera If this action is only valid for current running camera. If true, the action will expire when the current camera is blended out.


ExpireAction

static

static void ExpireAction(const UObject * WorldContextObject, AComposableCameraPlayerCameraManager * PlayerCameraManager, TSubclassOf< UComposableCameraActionBase > ActionClass)

Expire a camera action.

Parameters

  • WorldContextObject World context object.

  • PlayerCameraManager The player camera manager, must be a ComposableCameraPlayerCameraManager.

  • ActionClass The class of action you want to expire.


GetComposableCameraPlayerCameraManager

static

static AComposableCameraPlayerCameraManager * GetComposableCameraPlayerCameraManager(const UObject * WorldContextObject, int Index)

Get player camera manager and cast it to ComposableCameraPlayerCameraManager. Can be null if it's not the type.

Parameters

  • Index Player index.

SetParameterBlockValue

static

static void SetParameterBlockValue(FComposableCameraParameterBlock & ParameterBlock, FName ParameterName, const int32 & Value)

Custom thunk function for setting a single value in a ParameterBlock. Used internally by UK2Node_ActivateComposableCamera to fill the parameter block at compile time.

Parameters

  • ParameterBlock The parameter block to modify.

  • ParameterName The parameter name key.

  • Value The value to set (type-erased via CustomStructureParam).


MakeLiteralVector

static

static FVector MakeLiteralVector(FVector Value)

MakeLiteralVector4

static

static FVector4 MakeLiteralVector4(FVector4 Value)

MakeLiteralVector2D

static

static FVector2D MakeLiteralVector2D(FVector2D Value)

MakeLiteralRotator

static

static FRotator MakeLiteralRotator(FRotator Value)

MakeLiteralTransform

static

static FTransform MakeLiteralTransform(FTransform Value)