UCameraComponent::AddAdditiveOffset
#include "Camera/CameraComponent.h"
Access: public
Description
Applies an additive positional/rotational and FOV offset to the camera's final view without moving the component itself, preserving any offset already set.
Caveats & Gotchas
- • Not UFUNCTION-tagged — this is an engine-internal API primarily used by systems like camera shake, not something typically called from gameplay code directly.
- • Calling this again stacks on top of the existing offset rather than replacing it; use ClearAdditiveOffset first if you want to reset before applying a new one.
Signature
void AddAdditiveOffset(FTransform const& Transform, float FOV); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Transform | FTransform const& | Additional local-space offset transform to apply on top of the component's own transform. | — |
| FOV | float | Additive field-of-view offset in degrees, stacked on top of FieldOfView. | — |
Return Type
void Example
Apply a temporary shake offset C++
FTransform ShakeOffset(FRotator(1.f, 0.f, 0.f), FVector(0.f, 0.f, 2.f));
CameraComponent->AddAdditiveOffset(ShakeOffset, 2.0f); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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