50 results for "camera"
A component that defines a camera view.
Applies an additive positional/rotational and FOV offset to the camera's final view without moving the component itself, preserving any offset already set.
Stores a post-process settings/weight pair on the camera for later retrieval, without applying it to the camera's live view.
Adds a blendable object (implementing IBlendableInterface) to this camera's post-process settings, or updates its weight if it's already present.
Removes any additive positional/rotational and FOV offset previously applied via AddAdditiveOffset.
Removes all extra post-process blends previously stored on this camera with AddExtraPostProcessBlend.
Retrieves the additive offset and FOV offset currently applied to this camera via AddAdditiveOffset.
Computes this camera's point of view for the current frame, combining its transform, field of view, and post-process settings into a FMinimalViewInfo.
Retrieves the extra post-process settings and blend weights previously stored on this camera via AddExtraPostProcessBlend.
Notifies the camera component that a hard camera cut occurred so dependent systems can reset interpolation instead of smoothing from the previous view.
UActorComponent override called when the camera component is registered with the world, used to set up the editor-only frustum visualization and proxy mesh.
USceneComponent override called whenever this camera's world transform changes, keeping the editor-only frustum visualization and proxy mesh synced to the new position.
Indicates how strongly this camera's PostProcessSettings should be blended into the final view when using this camera to view through.
Post-process settings applied when this camera component is the active view.
Controls whether this camera renders using perspective (standard 3D) or orthographic projection.
Removes a previously added blendable object from this camera's post-process settings.
Sets how strongly this camera's PostProcessSettings are blended into the final view, from 0.
Sets whether this camera renders using perspective or orthographic projection.
Calculates the camera view point for this actor when it is the active view target.
Draws a wireframe representation of an ACameraActor's frustum, derived automatically from its field of view and aspect ratio.
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.
Interpolates InOutX towards TargetX using the motion of a critically damped spring, storing the resulting velocity back into InOutV.
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.
Draws a 2D histogram of a float value's history at a fixed world location, always billboarded to face the first player's camera.
Draws a wireframe view frustum from a transform, useful for visualizing a camera's or light's projection volume.
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.
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).
Returns how far the mouse cursor moved since the last pointer event was handled — the standard source for camera look and drag deltas.
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.