#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)