#include <ComposableCameraPivotDampingNode.h>

Inherits: UComposableCameraCameraNodeBase

Node for damping (interpolating) the pivot position. This is done in the space projected onto the XY plane.
@InputParameter MaintainCameraSpacePivot: Whether to maintain camera space pivot position.
@InputParameter UpwardInterpolator: Interpolator when the pivot is moving upward.
@InputParameter DownwardInterpolator: Interpolator when the pivot is moving downward.
@InputParameter LeftwardInterpolator: Interpolator when the pivot is moving leftward.
@InputParameter RightwardInterpolator: Interpolator when the pivot is moving rightward.
@InputParameter ForwardInterpolator: Interpolator when the pivot is moving forward.
@InputParameter BackwardInterpolator: Interpolator when the pivot is moving backward.

Public Attributes

Return Name Description
FVector PivotPosition
bool bMaintainCameraSpacePivotPosition
TObjectPtr< UComposableCameraInterpolatorBase > UpwardInterpolator
TObjectPtr< UComposableCameraInterpolatorBase > DownwardInterpolator
TObjectPtr< UComposableCameraInterpolatorBase > LeftwardInterpolator
TObjectPtr< UComposableCameraInterpolatorBase > RightwardInterpolator
TObjectPtr< UComposableCameraInterpolatorBase > ForwardInterpolator
TObjectPtr< UComposableCameraInterpolatorBase > BackwardInterpolator

PivotPosition

FVector PivotPosition { FVector::ZeroVector }

bMaintainCameraSpacePivotPosition

bool bMaintainCameraSpacePivotPosition { true }

UpwardInterpolator

TObjectPtr< UComposableCameraInterpolatorBase > UpwardInterpolator

DownwardInterpolator

TObjectPtr< UComposableCameraInterpolatorBase > DownwardInterpolator

LeftwardInterpolator

TObjectPtr< UComposableCameraInterpolatorBase > LeftwardInterpolator

RightwardInterpolator

TObjectPtr< UComposableCameraInterpolatorBase > RightwardInterpolator

ForwardInterpolator

TObjectPtr< UComposableCameraInterpolatorBase > ForwardInterpolator

BackwardInterpolator

TObjectPtr< UComposableCameraInterpolatorBase > BackwardInterpolator

Public Methods

Return Name Description
UComposableCameraPivotDampingNode inline
void OnInitialize_Implementation virtual
void OnFirstTickNode_Implementation virtual
void OnTickNode_Implementation virtual
void GetPinDeclarations_Implementation virtual const
void DrawNodeDebug virtual const Called each frame when the CCS.Debug.Viewport CVar is enabled, for every node on the currently running camera. Override to draw world-space debug gizmos via DrawDebugHelpers (DrawDebugSphere, DrawDebugLine, etc.) that visualise this node's runtime state — e.g. a pivot sphere for PivotOffsetNode, a look-at line for LookAtNode, the collision trace for CollisionPushNode, a sampled spline path for SplineNode.

UComposableCameraPivotDampingNode

inline

inline UComposableCameraPivotDampingNode()

OnInitialize_Implementation

virtual

virtual void OnInitialize_Implementation()

OnFirstTickNode_Implementation

virtual

virtual void OnFirstTickNode_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

DrawNodeDebug

virtual const

virtual void DrawNodeDebug(UWorld * World, bool bViewerIsOutsideCamera) const

Called each frame when the CCS.Debug.Viewport CVar is enabled, for every node on the currently running camera. Override to draw world-space debug gizmos via DrawDebugHelpers (DrawDebugSphere, DrawDebugLine, etc.) that visualise this node's runtime state — e.g. a pivot sphere for PivotOffsetNode, a look-at line for LookAtNode, the collision trace for CollisionPushNode, a sampled spline path for SplineNode.

Access the owning camera via OwningCamera and current-frame pin values via the usual GetInputPinValue<T>() / member-read path — this hook fires AFTER TickNode, so pin-backed UPROPERTYs still hold the resolved values from the most recent evaluation.

bViewerIsOutsideCamera mirrors the ticker's frustum-draw flag: true when the viewer is observing the camera from outside (F8 eject, SIE, or CCS.Debug.Viewport.AlwaysShow), false when the player is looking through the camera. Most gizmos (pivot spheres at distant characters, lines to look-at targets, spline polylines far in the world) can ignore this and draw unconditionally. Gizmos that sit AT the camera's own position (e.g. CollisionPushNode's self-collision sphere) should gate on this bool so they don't hermetically seal the player inside the wireframe during live gameplay.

Default implementation does nothing. Compiled out in shipping builds.

Private Attributes

Return Name Description
TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > UpwardInterpolator_T
TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > DownwardInterpolator_T
TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > LeftwardInterpolator_T
TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > RightwardInterpolator_T
TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > ForwardInterpolator_T
TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > BackwardInterpolator_T
FVector LastPivotPosition

UpwardInterpolator_T

TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > UpwardInterpolator_T

DownwardInterpolator_T

TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > DownwardInterpolator_T

LeftwardInterpolator_T

TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > LeftwardInterpolator_T

RightwardInterpolator_T

TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > RightwardInterpolator_T

ForwardInterpolator_T

TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > ForwardInterpolator_T

BackwardInterpolator_T

TUniquePtr< TCameraInterpolator< TValueTypeWrapper< double > > > BackwardInterpolator_T

LastPivotPosition

FVector LastPivotPosition