#include <ComposableCameraReceivePivotActorNode.h>

Inherits: UComposableCameraCameraNodeBase

Reads a pivot actor's location and publishes it as the pivot position for downstream nodes. This node runs every tick.

Public Attributes

Return Name Description
TObjectPtr< AActor > PivotActor
bool bUseBoneForPivot
FName BoneName

PivotActor

TObjectPtr< AActor > PivotActor

bUseBoneForPivot

bool bUseBoneForPivot { false }

BoneName

FName BoneName

Public Methods

Return Name Description
UComposableCameraReceivePivotActorNode inline
void OnInitialize_Implementation virtual
void OnTickNode_Implementation virtual
void GetPinDeclarations_Implementation virtual const
EComposableCameraNodePatchCompatibility GetPatchCompatibility_Implementation virtual const inline
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.

UComposableCameraReceivePivotActorNode

inline

inline UComposableCameraReceivePivotActorNode()

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

GetPatchCompatibility_Implementation

virtual const inline

virtual inline EComposableCameraNodePatchCompatibility GetPatchCompatibility_Implementation() 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
USkeletalMeshComponent * SkeletalMeshComponentForPivotActor

SkeletalMeshComponentForPivotActor

USkeletalMeshComponent * SkeletalMeshComponentForPivotActor { nullptr }