#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