#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