#include <ComposableCameraSetRotationNode.h>
Inherits:
UComposableCameraComputeNodeBase
Compute node that sets the initial camera rotation from an actor forward vector, the direction between two actors, an explicit forward vector, or a literal rotator during BeginPlay.
Public Attributes¶
| Return | Name | Description |
|---|---|---|
EComposableCameraSetRotationSource |
RotationSource |
Selects where the replacement rotation comes from. |
EComposableCameraActorInputSource |
RotationActorSource |
Selects whether the actor source is explicit or the controller's controlled pawn. |
TObjectPtr< AActor > |
RotationActor |
Actor whose forward vector defines the replacement rotation. |
EComposableCameraActorInputSource |
FirstActorSource |
Selects whether FirstActor comes from an explicit actor or the controller's controlled pawn. |
TObjectPtr< AActor > |
FirstActor |
First endpoint for FromTwoActors. |
EComposableCameraActorInputSource |
SecondActorSource |
Selects whether SecondActor comes from an explicit actor or the controller's controlled pawn. |
TObjectPtr< AActor > |
SecondActor |
Second endpoint for FromTwoActors. |
FVector |
RotationVector |
Forward vector used to build the replacement rotation. |
FRotator |
Rotation |
Literal replacement rotation. |
FRotator |
RotationOffset |
Offset applied after the base rotation is resolved. Yaw is world-space; pitch and roll are local-space. |
RotationSource¶
EComposableCameraSetRotationSource RotationSource { EComposableCameraSetRotationSource::FromRotator }
Selects where the replacement rotation comes from.
RotationActorSource¶
EComposableCameraActorInputSource RotationActorSource { EComposableCameraActorInputSource::ExplicitActor }
Selects whether the actor source is explicit or the controller's controlled pawn.
RotationActor¶
TObjectPtr< AActor > RotationActor { nullptr }
Actor whose forward vector defines the replacement rotation.
FirstActorSource¶
EComposableCameraActorInputSource FirstActorSource { EComposableCameraActorInputSource::ExplicitActor }
Selects whether FirstActor comes from an explicit actor or the controller's controlled pawn.
FirstActor¶
TObjectPtr< AActor > FirstActor { nullptr }
First endpoint for FromTwoActors.
SecondActorSource¶
EComposableCameraActorInputSource SecondActorSource { EComposableCameraActorInputSource::ExplicitActor }
Selects whether SecondActor comes from an explicit actor or the controller's controlled pawn.
SecondActor¶
TObjectPtr< AActor > SecondActor { nullptr }
Second endpoint for FromTwoActors.
RotationVector¶
FVector RotationVector { FVector::ForwardVector }
Forward vector used to build the replacement rotation.
Rotation¶
FRotator Rotation { FRotator::ZeroRotator }
Literal replacement rotation.
RotationOffset¶
FRotator RotationOffset { FRotator::ZeroRotator }
Offset applied after the base rotation is resolved. Yaw is world-space; pitch and roll are local-space.
Public Methods¶
| Return | Name | Description |
|---|---|---|
UComposableCameraBeginPlaySetRotationNode inline |
||
void |
ExecuteBeginPlay virtual |
Execute this compute node's one-shot work. |
void |
GetPinDeclarations_Implementation virtual const |
UComposableCameraBeginPlaySetRotationNode¶
inline
inline UComposableCameraBeginPlaySetRotationNode()
ExecuteBeginPlay¶
virtual
virtual void ExecuteBeginPlay()
Execute this compute node's one-shot work.
This node resolves the requested rotation source, applies RotationOffset, then writes the owning camera's CameraPose.Rotation and LastFrameCameraPose.Rotation before the first TickCamera.
GetPinDeclarations_Implementation¶
virtual const
virtual void GetPinDeclarations_Implementation(TArray< FComposableCameraNodePinDeclaration > & OutPins) const