#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