#include <ComposableCameraRelativeFixedPoseNode.h>

Inherits: UComposableCameraCameraNodeBase

Node for maintaining a fixed pose relative to some given transform.

Public Attributes

Return Name Description
EComposableCameraRelativeFixedPoseMethod Method
FTransform RelativeTransform
EComposableCameraActorInputSource RelativeActorSource
TObjectPtr< AActor > RelativeActor
FName RelativeSocket
FTransform TargetTransform

Method

EComposableCameraRelativeFixedPoseMethod Method

RelativeTransform

FTransform RelativeTransform

RelativeActorSource

EComposableCameraActorInputSource RelativeActorSource { EComposableCameraActorInputSource::ExplicitActor }

Selects whether the relative pose actor is resolved from the explicit actor property/pin or from the controller-controlled pawn owned by the camera manager.


RelativeActor

TObjectPtr< AActor > RelativeActor

RelativeSocket

FName RelativeSocket

TargetTransform

FTransform TargetTransform

Public Methods

Return Name Description
UComposableCameraRelativeFixedPoseNode 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.

UComposableCameraRelativeFixedPoseNode

inline

inline UComposableCameraRelativeFixedPoseNode()

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
TWeakObjectPtr< USkeletalMeshComponent > SkeletalMeshComponentForRelativeActor

SkeletalMeshComponentForRelativeActor

TWeakObjectPtr< USkeletalMeshComponent > SkeletalMeshComponentForRelativeActor