#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.