#include <ComposableCameraLinearTransition.h>

Inherits: UComposableCameraTransitionBase

Linear transition.

Public Methods

Return Name Description
FComposableCameraPose OnEvaluate_Implementation virtual
void DrawTransitionDebug virtual const Per-transition world-space debug hook.

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.