#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

  • World World 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).

  • bViewerIsOutsideCamera True 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)