#include <ComposableCameraKeyframeSequenceNode.h>

Inherits: UComposableCameraCameraNodeBase

Node for playing a keyframed level sequence relative to some transform.
Your sequence MUST contain a CineCameraActor binding for camera transform and optionally a CameraComponent binding for FieldOfView.
This can be done by simply clicking the "Create a new camera and set it as the current cut" button on the level sequence panel.
Only transform and FOV are used. Other parameters bound in the level sequence will not be used.

Public Attributes

Return Name Description
TObjectPtr< ULevelSequence > CameraSequence
EComposableCameraRelativeFixedPoseMethod Method
FTransform RelativeTransform
TObjectPtr< AActor > RelativeActor
FName RelativeSocket
float StayAtLastFrameTime

CameraSequence

TObjectPtr< ULevelSequence > CameraSequence { nullptr }

Method

EComposableCameraRelativeFixedPoseMethod Method

RelativeTransform

FTransform RelativeTransform

RelativeActor

TObjectPtr< AActor > RelativeActor

RelativeSocket

FName RelativeSocket

StayAtLastFrameTime

float StayAtLastFrameTime { 0.0f }

Public Methods

Return Name Description
void OnInitialize_Implementation virtual
void OnTickNode_Implementation virtual
void GetPinDeclarations_Implementation virtual const

OnInitialize_Implementation

virtual

virtual void OnInitialize_Implementation()

OnTickNode_Implementation

virtual

virtual void OnTickNode_Implementation(float DeltaTime, const FComposableCameraPose & CurrentCameraPose, FComposableCameraPose & OutCameraPose)

GetPinDeclarations_Implementation

virtual const

virtual void GetPinDeclarations_Implementation(TArray< FComposableCameraNodePinDeclaration > & OutPins) const

Private Attributes

Return Name Description
bool bValidCameraSequence
ULevelSequencePlayer * CameraPlayer
UMovieSceneFloatSection * FOVSection
UMovieScene3DTransformSection * TransformSection
USkeletalMeshComponent * SkeletalMeshComponentForRelativeActor
FFrameTime ElapsedFrames
float ElapsedTime
float ElapsedStayAtLastFrameTime

bValidCameraSequence

bool bValidCameraSequence { true }

CameraPlayer

ULevelSequencePlayer * CameraPlayer { nullptr }

FOVSection

UMovieSceneFloatSection * FOVSection { nullptr }

TransformSection

UMovieScene3DTransformSection * TransformSection { nullptr }

SkeletalMeshComponentForRelativeActor

USkeletalMeshComponent * SkeletalMeshComponentForRelativeActor { nullptr }

ElapsedFrames

FFrameTime ElapsedFrames { 0 }

ElapsedTime

float ElapsedTime { 0.0f }

ElapsedStayAtLastFrameTime

float ElapsedStayAtLastFrameTime { 0.f }

Private Methods

Return Name Description
std::pair< float, FTransform > GetTargetTransform

GetTargetTransform

std::pair< float, FTransform > GetTargetTransform(FFrameTime FrameTime)