#include <ComposableCameraDynamicDeocclusionTransition.h>

Inherits: UComposableCameraTransitionBase

A dynamically deocclusive transition.

Public Attributes

Return Name Description
UComposableCameraTransitionBase * DrivingTransition
TArray< FComposableCameraRayFeeler > Feelers
TEnumAsByte< ETraceTypeQuery > TraceChannel
TArray< TSoftClassPtr< AActor > > ActorTypesToIgnore
float DeocclusionSpeed
float ResumeWaitingTime
float DeadPercentage
float ResumeSpeed

DrivingTransition

UComposableCameraTransitionBase * DrivingTransition

Feelers

TArray< FComposableCameraRayFeeler > Feelers

TraceChannel

TEnumAsByte< ETraceTypeQuery > TraceChannel

ActorTypesToIgnore

TArray< TSoftClassPtr< AActor > > ActorTypesToIgnore

DeocclusionSpeed

float DeocclusionSpeed { 1.f }

ResumeWaitingTime

float ResumeWaitingTime { 0.2f }

DeadPercentage

float DeadPercentage { 0.8f }

ResumeSpeed

float ResumeSpeed { 0.8f }

Public Methods

Return Name Description
void OnBeginPlay_Implementation virtual
FComposableCameraPose OnEvaluate_Implementation virtual

OnBeginPlay_Implementation

virtual

virtual void OnBeginPlay_Implementation(float DeltaTime, const FComposableCameraPose & CurrentSourcePose, const FComposableCameraPose & CurrentTargetPose)

OnEvaluate_Implementation

virtual

virtual FComposableCameraPose OnEvaluate_Implementation(float DeltaTime, const FComposableCameraPose & CurrentSourcePose, const FComposableCameraPose & CurrentTargetPose)

Private Attributes

Return Name Description
FVector PreviousOffset
float ElapsedWaitingTime
TArray< AActor * > ActorsToIgnore
EDrawDebugTrace::Type DrawDebugType

PreviousOffset

FVector PreviousOffset { FVector::ZeroVector }

ElapsedWaitingTime

float ElapsedWaitingTime { 0.f }

ActorsToIgnore

TArray< AActor * > ActorsToIgnore

DrawDebugType

EDrawDebugTrace::Type DrawDebugType