#include <ComposableCameraShotSolver.h>

Optional prior camera pose handed to SolveShot so the zone path has a base to project anchors through. Lightweight (Pos + Rot, FOV reuses Context.PreviousFrameFOV) — the Solver header stays free of [FComposableCameraPose](FComposableCameraPose.md#fcomposablecamerapose) (which lives one module-folder away in [Cameras/ComposableCameraCameraBase.h](#composablecameracamerabaseh)).

Public Attributes

Return Name Description
FVector Position
FRotator Rotation
float LastDistance Last frame's effective Distance (after V2.2 damping + 1cm clamp). < 0 ⇒ no prior, solver skips Distance damping and uses the authored value. Set by the caller from [FShotSolveResult::EffectiveDistance](FShotSolveResult.md#effectivedistance) after a successful solve.
float LastFOV Last frame's effective FOV (degrees, post-damping + post-clamp). < 0 ⇒ no prior, solver skips FOV damping and uses the freshly-solved value. Caller sets this from [FShotSolveResult::FieldOfView](FShotSolveResult.md#fieldofview-2) after a successful solve.
float LastRoll Last frame's effective Roll (degrees, post-damping). Sentinel is FLT_MAX — Roll legitimately spans the entire [-180, 180] range incl. 0, so a numeric-zero default would be ambiguous. Caller sets this from FShotSolveResult::CameraRotation.Roll after a successful solve.

Position

FVector Position = FVector::ZeroVector

Rotation

FRotator Rotation = FRotator::ZeroRotator

LastDistance

float LastDistance = -1.f

Last frame's effective Distance (after V2.2 damping + 1cm clamp). < 0 ⇒ no prior, solver skips Distance damping and uses the authored value. Set by the caller from [FShotSolveResult::EffectiveDistance](FShotSolveResult.md#effectivedistance) after a successful solve.


LastFOV

float LastFOV = -1.f

Last frame's effective FOV (degrees, post-damping + post-clamp). < 0 ⇒ no prior, solver skips FOV damping and uses the freshly-solved value. Caller sets this from [FShotSolveResult::FieldOfView](FShotSolveResult.md#fieldofview-2) after a successful solve.


LastRoll

float LastRoll = TNumericLimits<float>::Max()

Last frame's effective Roll (degrees, post-damping). Sentinel is FLT_MAX — Roll legitimately spans the entire [-180, 180] range incl. 0, so a numeric-zero default would be ambiguous. Caller sets this from FShotSolveResult::CameraRotation.Roll after a successful solve.