#include <ComposableCameraInertializedTransition.h>
Inherits:
UComposableCameraTransitionBase
Inertialized transition.
Public Attributes¶
| Return | Name | Description |
|---|---|---|
bool |
bAutoTransitionTime |
|
float |
MaxAcceleration |
|
UCurveFloat * |
AdditiveCurve |
|
float |
AdditiveCurveWeight |
|
float |
AdditiveCurveShape |
bAutoTransitionTime¶
bool bAutoTransitionTime { false }
MaxAcceleration¶
float MaxAcceleration { 100.f }
AdditiveCurve¶
UCurveFloat * AdditiveCurve
AdditiveCurveWeight¶
float AdditiveCurveWeight { 0.5f }
AdditiveCurveShape¶
float AdditiveCurveShape { 10.f }
Public Methods¶
| Return | Name | Description |
|---|---|---|
void |
OnBeginPlay_Implementation virtual |
|
FComposableCameraPose |
OnEvaluate_Implementation virtual |
|
void |
DrawTransitionDebug virtual const |
Per-transition world-space debug hook. |
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)
DrawTransitionDebug¶
virtual const
virtual void DrawTransitionDebug(UWorld * World, bool bViewerIsOutsideCamera) const
Per-transition world-space debug hook.
Invoked from [UComposableCameraEvaluationTree::DrawTransitionsDebug](../core/UComposableCameraEvaluationTree.md#drawtransitionsdebug) while CCS.Debug.Viewport is on, once per frame for every transition that currently sits in an Inner node of the active director's tree (and, recursively, of any referenced director's tree — inter-context blends see both sides).
Default implementation is empty. Concrete transitions override, check their own CCS.Debug.Viewport.Transitions.<Name> CVar, and usually call DrawStandardTransitionDebug plus any type-specific extras (spline curve sample, feeler rays, etc.).
Parameters
-
WorldWorld to draw into. Routes through the world's LineBatcher, so the draw is visible in every viewport that renders this world (game + F8-ejected editor). -
bViewerIsOutsideCameraTrue when the player is NOT viewing through the camera (F8 eject / SIE). Overrides use this to skip gizmos that would occlude the near plane — mostly the source/target frustum pyramids.
Compiled out in shipping builds.
Private Attributes¶
| Return | Name | Description |
|---|---|---|
ComposableCameraInitializer< FRotator, ComposableCameraRotationalInertializer > |
RotationalInertializer |
|
ComposableCameraInitializer< FVector, ComposableCameraIndependentPositionalInertializer > |
PositionalInertializer |
|
TArray< FVector > |
DebugPathOffsets |
RotationalInertializer¶
ComposableCameraInitializer< FRotator, ComposableCameraRotationalInertializer > RotationalInertializer
PositionalInertializer¶
ComposableCameraInitializer< FVector, ComposableCameraIndependentPositionalInertializer > PositionalInertializer
DebugPathOffsets¶
TArray< FVector > DebugPathOffsets
Private Methods¶
| Return | Name | Description |
|---|---|---|
float |
GetActualBlendTime |
GetActualBlendTime¶
float GetActualBlendTime(float DeltaTime, const FComposableCameraPose & LastSourceCameraPose, const FComposableCameraPose & ThisSourceCameraPose, const FComposableCameraPose & CurrentTargetPose)