#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