#include <ComposableCameraPatchTypes.h>
Caller-provided activation parameters for AddPatch.
Each "overridable" field is paired with a bOverride* bool tagged InlineEditConditionToggle and gated by EditCondition on the value field — the same idiom as FPostProcessSettings::bOverride_*.
Two surfaces, two distinct workflows:
• Details panel (asset details, struct customization): the bool collapses into an inline checkbox next to the value field. Unchecked → use asset default; checked → caller value wins. Standard.
• BP Make [FComposableCameraPatchActivateParams](#fcomposablecamerapatchactivateparams) node: UE's MakeStructHandler treats InlineEditConditionToggle bools as implicit override flags. The bool's runtime value is forced TRUE for every value pin whose bShowPin flag is true on the MakeStruct node, and FALSE for pins whose bShowPin is false. Important UI subtlety: bShowPin is controlled ONLY by the node's details-panel "Show Pin For …" checkboxes — NOT by the per-pin eye icon visible on the node body. The eye icon toggles a different state (advanced/visual collapse) and does NOT propagate to bShowPin, so clicking it leaves bOverride*=true even though the pin appears collapsed. Authoring rule: to use asset defaults for a field, uncheck "Show Pin For [FieldName]" in the MakeStruct node's details panel (selecting the node shows the list). (See K2Node_MakeStruct.cpp:117``CanBeExposed returning false for InlineEditConditionToggle properties, and MakeStructHandler.cpp:189 where KCST_Assignment of bool = true is injected only for properties whose PropertyEntry.bShowPin is true.)
The paired-bool design (over float-zero sentinels) is what lets a caller legitimately request a literal 0 — e.g. EnterDuration = 0 for "no
fade-in" — without having that confused with "fall back to asset".
Fields without an asset-side default — bExpireOnCameraChange is the only one — have no override toggle; the per-call value is always used.
Exposed parameter / exposed variable values are passed separately as a FComposableCameraParameterBlock argument to AddPatch — mirroring the shape of FComposableCameraActivateParams + ActivateComposableCameraFromTypeAsset, and letting UK2Node_AddCameraPatch generate typed pins for each exposed name without having to set-fields-in-struct on this struct.
Public Attributes¶
| Return | Name | Description |
|---|---|---|
bool |
bOverrideEnterDuration |
When true, EnterDuration overrides the asset's DefaultEnterDuration. |
float |
EnterDuration |
|
bool |
bOverrideExitDuration |
When true, ExitDuration overrides the asset's DefaultExitDuration. |
float |
ExitDuration |
|
bool |
bOverrideExpirationType |
When true, ExpirationType overrides the asset's DefaultExpirationType. |
uint8 |
ExpirationType |
|
bool |
bOverrideDuration |
When true, Duration overrides the asset's DefaultDuration. Only consulted when the Duration channel is enabled (either via the per-call ExpirationType override or via the asset default). |
float |
Duration |
|
bool |
bExpireOnCameraChange |
If true, the Patch flips to Exiting when the owning Director's RunningCamera changes. Stacks additively with the ExpirationType channels. No asset-side default — always uses this per-call value. |
bool |
bOverrideLayerIndex |
When true, LayerIndex below overrides the asset's DefaultLayerIndex. |
int32 |
LayerIndex |
Composition order. Lower runs earlier (matches GameplayCameras' StackOrder). Only consulted when bOverrideLayerIndex is true; otherwise the asset's DefaultLayerIndex wins. |
bOverrideEnterDuration¶
bool bOverrideEnterDuration = false
When true, EnterDuration overrides the asset's DefaultEnterDuration.
EnterDuration¶
float EnterDuration = 0.f
bOverrideExitDuration¶
bool bOverrideExitDuration = false
When true, ExitDuration overrides the asset's DefaultExitDuration.
ExitDuration¶
float ExitDuration = 0.f
bOverrideExpirationType¶
bool bOverrideExpirationType = false
When true, ExpirationType overrides the asset's DefaultExpirationType.
ExpirationType¶
uint8 ExpirationType = 0
bOverrideDuration¶
bool bOverrideDuration = false
When true, Duration overrides the asset's DefaultDuration. Only consulted when the Duration channel is enabled (either via the per-call ExpirationType override or via the asset default).
Duration¶
float Duration = 0.f
bExpireOnCameraChange¶
bool bExpireOnCameraChange = false
If true, the Patch flips to Exiting when the owning Director's RunningCamera changes. Stacks additively with the ExpirationType channels. No asset-side default — always uses this per-call value.
bOverrideLayerIndex¶
bool bOverrideLayerIndex = false
When true, LayerIndex below overrides the asset's DefaultLayerIndex.
LayerIndex¶
int32 LayerIndex = 0
Composition order. Lower runs earlier (matches GameplayCameras' StackOrder). Only consulted when bOverrideLayerIndex is true; otherwise the asset's DefaultLayerIndex wins.