UCameraComponent::OnUpdateTransform
#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
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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