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50 results for "camera"

class
UCameraComponent Engine

A component that defines a camera view.

function
UCameraComponent::AddAdditiveOffset Engine

Applies an additive positional/rotational and FOV offset to the camera's final view without moving the component itself, preserving any offset already set.

function
UCameraComponent::AddExtraPostProcessBlend Engine

Stores a post-process settings/weight pair on the camera for later retrieval, without applying it to the camera's live view.

function
UCameraComponent::AddOrUpdateBlendable Engine

Adds a blendable object (implementing IBlendableInterface) to this camera's post-process settings, or updates its weight if it's already present.

function
UCameraComponent::ClearAdditiveOffset Engine

Removes any additive positional/rotational and FOV offset previously applied via AddAdditiveOffset.

function
UCameraComponent::ClearExtraPostProcessBlends Engine

Removes all extra post-process blends previously stored on this camera with AddExtraPostProcessBlend.

function
UCameraComponent::GetAdditiveOffset Engine

Retrieves the additive offset and FOV offset currently applied to this camera via AddAdditiveOffset.

function
UCameraComponent::GetCameraView Engine

Computes this camera's point of view for the current frame, combining its transform, field of view, and post-process settings into a FMinimalViewInfo.

function
UCameraComponent::GetExtraPostProcessBlends Engine

Retrieves the extra post-process settings and blend weights previously stored on this camera via AddExtraPostProcessBlend.

function
UCameraComponent::NotifyCameraCut Engine

Notifies the camera component that a hard camera cut occurred so dependent systems can reset interpolation instead of smoothing from the previous view.

function
UCameraComponent::OnRegister Engine

UActorComponent override called when the camera component is registered with the world, used to set up the editor-only frustum visualization and proxy mesh.

function
UCameraComponent::OnUpdateTransform Engine

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

property
UCameraComponent::PostProcessBlendWeight Engine

Indicates how strongly this camera's PostProcessSettings should be blended into the final view when using this camera to view through.

property
UCameraComponent::PostProcessSettings Engine

Post-process settings applied when this camera component is the active view.

property
UCameraComponent::ProjectionMode Engine

Controls whether this camera renders using perspective (standard 3D) or orthographic projection.

function
UCameraComponent::RemoveBlendable Engine

Removes a previously added blendable object from this camera's post-process settings.

function
UCameraComponent::SetPostProcessBlendWeight Engine

Sets how strongly this camera's PostProcessSettings are blended into the final view, from 0.

function
UCameraComponent::SetProjectionMode Engine

Sets whether this camera renders using perspective or orthographic projection.

function
AActor::CalcCamera Engine

Calculates the camera view point for this actor when it is the active view target.

function
UKismetSystemLibrary::DrawDebugCamera Engine

Draws a wireframe representation of an ACameraActor's frustum, derived automatically from its field of view and aspect ratio.

function
UGameplayStatics::GetPlayerCameraManager Engine

Returns the APlayerCameraManager for the player controller at the given index.

function
AActor::HasActiveCameraComponent Engine

Returns true if this actor owns at least one active UCameraComponent.

function
AActor::HasActivePawnControlCameraComponent Engine

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.

function
UGameplayStatics::IsAnyLocalPlayerCameraWithinRange Engine

Returns true if any local player's camera is within MaximumRange of the specified world location.

function
UGameplayStatics::PlayWorldCameraShake Engine

Triggers a camera shake for all local players whose cameras are within OuterRadius of the Epicenter.

function
APawn::AddControllerYawInput Engine

Adds yaw rotation to the owning PlayerController's ControlRotation, used to turn the camera or pawn left and right.

function
UGameplayStatics::AreAnyListenersWithinRange Engine

Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.

property
APawn::BaseEyeHeight Engine

The height of the pawn's eye position above the collision center, in unreal units.

function
UBlueprintSpringMathLibrary::CriticalSpringDampVector Engine

Interpolates InOutX towards TargetX using the motion of a critically damped spring, storing the resulting velocity back into InOutV.

property
ACharacter::CrouchedEyeHeight Engine

The eye height (in unscaled units from the bottom of the capsule) used when the character is crouched.

function
UGameplayStatics::DeprojectSceneCaptureToWorld Engine

Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.

function
UKismetSystemLibrary::DrawDebugFloatHistoryLocation Engine

Draws a 2D histogram of a float value's history at a fixed world location, always billboarded to face the first player's camera.

function
UKismetSystemLibrary::DrawDebugFrustum Engine

Draws a wireframe view frustum from a transform, useful for visualizing a camera's or light's projection volume.

function
UKismetMathLibrary::FloatSpringInterp Engine

Interpolates a float from Current toward Target using a physically-based spring-damper model, driven by SpringState which persists velocity and previous-target data across calls.

function
AActor::GetActorEyesViewPoint Engine

Returns the world-space location and rotation representing this actor's eye position and view direction.

function
APawn::GetActorEyesViewPoint Engine

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.

function
APawn::GetBaseAimRotation Engine

Returns the aim rotation for the pawn.

function
UUserWidget::GetOwningPlayer UMG

Returns the APlayerController that owns this widget.

function
APlayerController::GetViewTarget Engine

Returns the actor the player's camera is currently targeting.

function
APawn::InFreeCam Engine

Returns true if the local PlayerController is currently viewing this Pawn through a free-cam (spectator-style camera detached from the pawn).

function
ACharacter::K2_OnEndCrouch Engine

Blueprint event fired when the character finishes crouching.

function
AActor::K2_OnEndViewTarget Engine

Blueprint event fired when a PlayerController stops using this actor as its view target.

function
ACharacter::K2_OnStartCrouch Engine

Blueprint event fired when the character begins crouching.

function
ACharacter::OnEndCrouch Engine

Called in C++ when the character finishes crouching.

function
ACharacter::OnStartCrouch Engine

Called in C++ when the character begins crouching.

function
APawn::PawnClientRestart Engine

Called on the owning client of a player-controlled pawn when it is restarted (usually after possession).

function
UKismetInputLibrary::PointerEvent_GetCursorDelta Engine

Returns how far the mouse cursor moved since the last pointer event was handled — the standard source for camera look and drag deltas.

function
UKismetMathLibrary::QuaternionSpringInterp Engine

Interpolates a quaternion using a damped spring model, producing overshoot and oscillation in rotation.

function
ACharacter::RecalculateCrouchedEyeHeight Engine

Recomputes the camera/eye height offset for the crouched state from the CharacterMovementComponent settings.

property
AGameModeBase::ReplaySpectatorPlayerControllerClass Engine

The PlayerController subclass spawned when watching a network replay.