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UCameraComponent::OnUpdateTransform

function Engine Since unknown
#include "Camera/CameraComponent.h"
Access: public Specifiers: virtualoverride

Description

USceneComponent override called whenever this camera's world transform changes, keeping the editor-only frustum visualization and proxy mesh synced to the new position.

Caveats & Gotchas

  • Not something gameplay code calls directly — it fires automatically from SceneComponent transform propagation (attachment, SetWorldLocation, etc.).
  • The frustum/proxy sync work it does is editor-only; overriding this in a subclass without calling Super::OnUpdateTransform() will break in-editor camera gizmo visualization.

Signature

virtual void OnUpdateTransform(EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport) override;

Parameters

Name Type Description Default
UpdateTransformFlags EUpdateTransformFlags Flags describing how the transform update was triggered (e.g. propagated from a parent, skipping physics).
Teleport ETeleportType Whether the move should be treated as a teleport for physics/interpolation purposes.

Return Type

void

Example

Override in a subclass C++
void UMyCameraComponent::OnUpdateTransform(EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport)
{
    Super::OnUpdateTransform(UpdateTransformFlags, Teleport);
    // React to the camera having moved
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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