#include <ComposableCameraShotAsset.h>

Inherits: UDataAsset

Reusable Shot data asset — a UDataAsset wrapping one [FComposableCameraShot](../structs/FComposableCameraShot.md#fcomposablecamerashot).

Phase E of Shot-Based Keyframing introduces two storage modes for Shot data carried by a [UMovieSceneComposableCameraShotSection](UMovieSceneComposableCameraShotSection.md#umoviescenecomposablecamerashotsection) (spec §3.4.1):

  • Inline: Shot value-typed inside the Section. One-off framing for a specific moment in a sequence.

  • AssetReference: Section soft-refs a [UComposableCameraShotAsset](#ucomposablecamerashotasset). Editing the asset propagates to every Section referencing it. Suitable for "close-up A", "two-shot wide", reusable framing presets.

This class is the AssetReference target. It carries no behavior of its own — it is a data envelope. The Shot Editor (Phase D) opens it via the Sequencer Section selection sync (Phase E.5) or directly from the Content Browser via UAssetDefinition_ComposableCameraShotAsset::OpenAssets.

The shot asset is not related to [UComposableCameraTypeAsset](../data-assets/UComposableCameraTypeAsset.md#ucomposablecameratypeasset) / [UComposableCameraPatchTypeAsset](../data-assets/UComposableCameraPatchTypeAsset.md#ucomposablecamerapatchtypeasset); those carry node graphs and are run by the camera evaluation pipeline. ShotAsset just stores a [FComposableCameraShot](../structs/FComposableCameraShot.md#fcomposablecamerashot) struct that the Shot Track's evaluator pushes into the runtime [UComposableCameraCompositionFramingNode::Shot](../nodes/UComposableCameraCompositionFramingNode.md#shot-2) UPROPERTY at the playhead.

Public Attributes

Return Name Description
FComposableCameraShot Shot Authored shot. Edited via the Shot Editor (Phase D) or the Details panel when opened directly from the Content Browser.

Shot

FComposableCameraShot Shot

Authored shot. Edited via the Shot Editor (Phase D) or the Details panel when opened directly from the Content Browser.