#include <ComposableCameraComputePositionBetweenActorsNode.h>
Inherits:
UComposableCameraComputeNodeBase
Computes one activation-time world position between two resolved actors.
Position = Lerp(FirstActor.Location, SecondActor.Location, Alpha) + WorldZ(HeightOffset).
Public Attributes¶
| Return | Name | Description |
|---|---|---|
EComposableCameraActorInputSource |
FirstActorSource |
Selects whether FirstActor comes from an explicit actor or the controller's controlled pawn. |
TObjectPtr< AActor > |
FirstActor |
Explicit first actor. Used when FirstActorSource is ExplicitActor. |
EComposableCameraActorInputSource |
SecondActorSource |
Selects whether SecondActor comes from an explicit actor or the controller's controlled pawn. |
TObjectPtr< AActor > |
SecondActor |
Explicit second actor. Used when SecondActorSource is ExplicitActor. |
float |
Alpha |
Normalized position between first actor (0) and second actor (1). |
float |
HeightOffset |
World-Z offset applied after interpolation. |
FirstActorSource¶
EComposableCameraActorInputSource FirstActorSource { EComposableCameraActorInputSource::ExplicitActor }
Selects whether FirstActor comes from an explicit actor or the controller's controlled pawn.
FirstActor¶
TObjectPtr< AActor > FirstActor { nullptr }
Explicit first actor. Used when FirstActorSource is ExplicitActor.
SecondActorSource¶
EComposableCameraActorInputSource SecondActorSource { EComposableCameraActorInputSource::ExplicitActor }
Selects whether SecondActor comes from an explicit actor or the controller's controlled pawn.
SecondActor¶
TObjectPtr< AActor > SecondActor { nullptr }
Explicit second actor. Used when SecondActorSource is ExplicitActor.
Alpha¶
float Alpha { 0.5f }
Normalized position between first actor (0) and second actor (1).
HeightOffset¶
float HeightOffset { 0.f }
World-Z offset applied after interpolation.
Public Methods¶
| Return | Name | Description |
|---|---|---|
UComposableCameraComputePositionBetweenActorsNode inline |
||
void |
ExecuteBeginPlay virtual |
Execute this compute node's one-shot work. |
void |
GetPinDeclarations_Implementation virtual const |
UComposableCameraComputePositionBetweenActorsNode¶
inline
inline UComposableCameraComputePositionBetweenActorsNode()
ExecuteBeginPlay¶
virtual
virtual void ExecuteBeginPlay()
Execute this compute node's one-shot work.
Resolves the two actor endpoints, writes the interpolated Position output pin when both are valid, and outputs zero with a warning when either endpoint is missing.
GetPinDeclarations_Implementation¶
virtual const
virtual void GetPinDeclarations_Implementation(TArray< FComposableCameraNodePinDeclaration > & OutPins) const