31 results for "camera"
A component that defines a camera view.
Calculates the camera view point for this actor when it is the active view target.
Returns the APlayerCameraManager for the player controller at the given index.
Returns true if this actor owns at least one active UCameraComponent.
Returns true if this actor owns an active camera component that is set to use pawn control rotation (bUsePawnControlRotation=true), indicating an HMD-locked or controller-yawed camera setup.
Returns true if any local player's camera is within MaximumRange of the specified world location.
Triggers a camera shake for all local players whose cameras are within OuterRadius of the Epicenter.
Adds yaw rotation to the owning PlayerController's ControlRotation, used to turn the camera or pawn left and right.
Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.
The height of the pawn's eye position above the collision center, in unreal units.
The eye height (in unscaled units from the bottom of the capsule) used when the character is crouched.
Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.
Returns the world-space location and rotation representing this actor's eye position and view direction.
Returns the world-space location and rotation of the pawn's eye point, used by the engine for line-of-sight checks, AI perception, and camera queries.
Returns the aim rotation for the pawn.
Returns the APlayerController that owns this widget.
Returns the actor the player's camera is currently targeting.
Returns true if the local PlayerController is currently viewing this Pawn through a free-cam (spectator-style camera detached from the pawn).
Blueprint event fired when the character finishes crouching.
Blueprint event fired when a PlayerController stops using this actor as its view target.
Blueprint event fired when the character begins crouching.
Called in C++ when the character finishes crouching.
Called in C++ when the character begins crouching.
Called on the owning client of a player-controlled pawn when it is restarted (usually after possession).
Interpolates a quaternion using a damped spring model, producing overshoot and oscillation in rotation.
Recomputes the camera/eye height offset for the crouched state from the CharacterMovementComponent settings.
The PlayerController subclass spawned when watching a network replay.
The pawn class used when a PlayerController is in spectator mode (no possessed pawn).
A component that maintains a fixed distance from its parent, retracting when obstructed by geometry and smoothly returning to its target length.
A component that renders a UUserWidget in the 3D world.
Smoothly moves a vector toward a target each frame using an exponential decay approach.