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24 results for "camera" in function

function
AActor::CalcCamera Engine

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

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.

function
UGameplayStatics::DeprojectSceneCaptureToWorld Engine

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

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
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.

function
UKismetMathLibrary::VInterpTo Engine

Smoothly moves a vector toward a target each frame using an exponential decay approach.