AActor::HasActiveCameraComponent
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualconst
Description
Returns true if this actor owns at least one active UCameraComponent. Used by the player controller when choosing a view target to determine whether to call CalcCamera on this actor.
Caveats & Gotchas
- • A UCameraComponent is only considered 'active' if its bIsActive flag is true. Cameras created but never activated (e.g. placed in editor but auto-activate unchecked) will not be detected.
- • The bForceFindCamera parameter bypasses the active-check and does a full component scan; use it sparingly because it iterates all owned components.
Signature
virtual bool HasActiveCameraComponent(bool bForceFindCamera = false) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bForceFindCamera | bool | If true, search for a camera component even if the actor is not currently the view target. | false |
Return Type
bool Example
Check before forcing a view target C++
if (SomeActor->HasActiveCameraComponent())
{
PlayerController->SetViewTarget(SomeActor);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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