#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

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
ComposableCameraInitializer< FRotator, ComposableCameraRotationalInertializer > RotationalInertializer
ComposableCameraInitializer< FVector, ComposableCameraIndependentPositionalInertializer > PositionalInertializer

RotationalInertializer

ComposableCameraInitializer< FRotator, ComposableCameraRotationalInertializer > RotationalInertializer

PositionalInertializer

ComposableCameraInitializer< FVector, ComposableCameraIndependentPositionalInertializer > PositionalInertializer

Private Methods

Return Name Description
float GetActualBlendTime

GetActualBlendTime

float GetActualBlendTime(float DeltaTime, const FComposableCameraPose & LastSourceCameraPose, const FComposableCameraPose & ThisSourceCameraPose, const FComposableCameraPose & CurrentTargetPose)