I love the smell of UnrealEd crashing in the morning. – tarquin

UE3:GameThirdPersonCameraMode (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> GameThirdPersonCameraMode

Contents

Package: 
GameFramework
Direct subclass:
GameThirdPersonCameraMode_Default


Properties

Property group 'DepthOfField'

bAdjustDOF

Type: bool

Modifiers: const, protected

Optional parameters for DOF adjustments.

DOF_BlurKernelSize

Type: float

Modifiers: const, protected


Default value: 3.0

DOF_FalloffExponent

Type: float

Modifiers: const, protected


Default value: 1.0

DOF_FocusInnerRadius

Type: float

Modifiers: const, protected


DOF_MaxFarBlurAmount

Type: float

Modifiers: const, protected


Default value: 1.0

DOF_MaxNearBlurAmount

Type: float

Modifiers: const, protected


Default value: 0.6

DOF_RadiusDistRange

Type: Object.Vector2D

Modifiers: protected, const


Default value:

Member Value
X 1000.0
Y 50000.0

DOF_RadiusFalloff

Type: float

Modifiers: protected, const

Maps out how the DOF inner radius changes over distance.

Default value: 1.0

DOF_RadiusRange

Type: Object.Vector2D

Modifiers: protected, const


Default value:

Member Value
X 2500.0
Y 60000.0

DOFDistanceInterpSpeed

Type: float

Modifiers: protected, const


Default value: 10.0

DOFTraceExtent

Type: Object.Vector

Modifiers: protected, const


Property group 'GameThirdPersonCameraMode'

bDirectLook

Type: bool

Modifiers: const, protected

True if, while in this mode, looking around should be directly mapped to stick position as opposed to relative to previous camera positions.

bDoPredictiveAvoidance

Type: bool

Modifiers: const

True to turn do predictive camera avoidance, false otherwise

Default value: True

bFollowTarget

Type: bool

Modifiers: const, protected

True if, while in this mode, the camera should interpolate towards a following position in relation to the target and it's motion. Ignored if bLockedToViewTarget is set to true.

bInterpLocation

Type: bool

True means camera will attempt to smoothly interpolate to its new position. False will snap it to it's new position.

Default value: True

bInterpRotation

Type: bool

True means camera will attempt to smoothly interpolate to its new rotation. False will snap it to it's new rotation.

bInterpViewOffsetOnlyForCamTransition

Type: bool

If TRUE ViewOffset will only be interpolated between camera mode transitions, and then be instantaneous

Default value: True

BlendTime

Type: float

Modifiers: const

Blend Time to and from this view mode

Default value: 0.67

bLockedToViewTarget

Type: bool

Modifiers: const, protected

True if, while in this mode, the camera should be tied to the viewtarget rotation. This is typical for the normal walking-around camera, since the controls rotate the controller and the camera follows. This can be false if you want free control of the camera, independent of the viewtarget's orient -- we use this for vehicles. Note that if this is false,

Default value: True

bRotInterpSpeedConstant

Type: bool

Whether rotation interpolation happens at constant speed or not

bSkipCameraCollision

Type: bool

If TRUE, all camera collision is disabled

bUsePerAxisOriginLocInterp

Type: bool

Modifiers: protected

This is a special case of origin location interpolation. If true, interpolaton will be done on each axis independently, with the specified speeds.

Ignored if bInterpLocation is false.

bValidateWorstLoc

Type: bool

Modifiers: const

TRUE to do a raytrace from camera base loc to worst loc, just to be sure it's cool. False to skip it

Default value: True

FollowingCameraVelThreshold

Type: float

Modifiers: const, protected

Actual following interp speed gets scaled from FollowingInterpSpeed to zero between velocities of this value and zero.

FollowingInterpSpeed_Pitch

Type: float

Modifiers: const, protected


FollowingInterpSpeed_Roll

Type: float

Modifiers: const, protected


FollowingInterpSpeed_Yaw

Type: float

Modifiers: const, protected


FOVAngle

Type: float

Modifiers: const, config

FOV for camera to use

OriginLocInterpSpeed

Type: float

Modifiers: protected

Controls interpolation speed of location for camera origin. Ignored if bInterpLocation is false.

Default value: 8.0

OriginRotInterpSpeed

Type: float

Modifiers: protected

Controls interpolation speed of rotation for the camera origin. Ignored if bInterpRotation is false.

PerAxisOriginLocInterpSpeed

Type: Object.Vector

Modifiers: protected


RunBackAdjustment

Type: Object.Vector

Modifiers: const, protected

Adjustment vector to apply to camera view offset when target is moving backward

RunFwdAdjustment

Type: Object.Vector

Modifiers: const, protected

Adjustment vector to apply to camera view offset when target is moving forward

RunOffsetInterpSpeedIn

Type: float

Modifiers: const, protected

Interpolation speed for interpolating to a NONZERO offset. Higher is faster/tighter interpolation.

Default value: 6.0

RunOffsetInterpSpeedOut

Type: float

Modifiers: const, protected

Interpolation speed for interpolating to a ZERO offset. Higher is faster/tighter interpolation.

Default value: 12.0

RunOffsetScalingThreshold

Type: float

Modifiers: const, protected

Velocity at (and above) which the full adjustment should be applied.

StrafeLeftAdjustment

Type: Object.Vector

Modifiers: const, protected

Adjustment vector to apply to camera view offset when target is strafing to the left

StrafeOffsetInterpSpeedIn

Type: float

Modifiers: const, protected

Interpolation speed for interpolating to a NONZERO strafe offsets. Higher is faster/tighter interpolation.

Default value: 12.0

StrafeOffsetInterpSpeedOut

Type: float

Modifiers: const, protected

Interpolation speed for interpolating to a ZERO strafe offset. Higher is faster/tighter interpolation.

Default value: 20.0

StrafeOffsetScalingThreshold

Type: float

Modifiers: const, protected

Velocity at (and above) which the full adjustment should be applied.

StrafeRightAdjustment

Type: Object.Vector

Modifiers: const, protected

Adjustment vector to apply to camera view offset when target is strafing to the right

TargetRelativeCameraOriginOffset

Type: Object.Vector

Modifiers: const, protected

Offset, in the camera target's local space, from the camera target to the camera's origin.

ViewOffset

Type: ViewOffsetData

Modifiers: const, protected

contains offsets from camera target to camera loc

ViewOffset_ViewportAdjustments

Type: ViewOffsetData

Array size: 6 (ECameraViewportTypes.EnumCount)

Modifiers: const, protected

viewoffset adjustment vectors for each possible viewport type, so the game looks close to the same in each

WorstLocOffset

Type: Object.Vector

Modifiers: const, protected

An offset from the location of the viewtarget, in the viewtarget's local space.

Used to calculate the "worst case" camera location, which is where the camera should retreat to
if tightly obstructed.

Default value:

Member Value
X -8.0
Y 1.0
Z 90.0

Internal variables

bDOFUpdated

Type: bool

Modifiers: transient, protected


LastDOFDistance

Type: float

Modifiers: protected, transient


LastDOFRadius

Type: float

Modifiers: protected, transient


LastRunOffset

Type: Object.Vector

Modifiers: protected, transient

Run offset last tick, used for interpolation.

LastStrafeOffset

Type: Object.Vector

Modifiers: protected, transient

Strafe offset last tick, used for interpolation.

ThirdPersonCam

Type: GameThirdPersonCamera

Modifiers: transient

Ref to the camera object that owns this mode object.

ViewOffsetInterp

Type: float

Keep track of our ViewOffset Interpolation factor

Enums

ECameraViewportTypes

Supported viewport configurations.

CVT_16to9_Full 
CVT_16to9_VertSplit 
CVT_16to9_HorizSplit 
CVT_4to3_Full 
CVT_4to3_HorizSplit 
CVT_4to3_VertSplit 

Structs

ViewOffsetData

Modifiers: native

Object.Vector OffsetHigh 
View point offset for high player view pitch
Object.Vector OffsetMid 
View point offset for medium (horizon) player view pitch
Object.Vector OffsetLow 
View point offset for low player view pitch

Functions

Native functions

SetViewOffset

native final function SetViewOffset (const out ViewOffsetData NewViewOffset)


Events

AdjustViewOffset

event Object.Vector AdjustViewOffset (Pawn P, Object.Vector Offset)

Allows mode to make any final situational adjustments to the base view offset.

GetCameraWorstCaseLoc

simulated event Object.Vector GetCameraWorstCaseLoc (Pawn TargetPawn)

Returns the "worst case" camera location for this camera mode. This is the position that the camera penetration avoidance is based off of, so it should be a guaranteed safe place to put the camera.

Other instance functions

DOFTrace

simulated protected function Object.Vector DOFTrace (Actor TraceOwner, Object.Vector StartTrace, Object.Vector EndTrace)

Modeled after CalcWeaponFire to avoid triggers. Consider moving to native code and using a single line check call?

GetDesiredFOV

function float GetDesiredFOV (Pawn ViewedPawn)

Returns FOV that this camera mode desires.

GetDOFFocusLoc

simulated protected function Object.Vector GetDOFFocusLoc (Actor TraceOwner, Object.Vector StartTrace, Object.Vector EndTrace)


ModifyPostProcessSettings

simulated function ModifyPostProcessSettings (out PostProcessVolume.PostProcessSettings PP)


OnBecomeActive

function OnBecomeActive (Pawn TargetPawn, GameThirdPersonCameraMode PrevMode)

Called when Camera mode becomes active

OnBecomeInActive

function OnBecomeInActive (Pawn TargetPawn, GameThirdPersonCameraMode NewMode)

Called when camera mode becomes inactive

ProcessViewRotation

simulated function ProcessViewRotation (float DeltaTime, Actor ViewTarget, out Object.Rotator out_ViewRotation, out Object.Rotator out_DeltaRot)


SetFocusPoint

simulated function bool SetFocusPoint (Pawn ViewedPawn)

Camera mode has a chance to set a focus point, if it so chooses. Return true if setting one, false if not.

UpdatePostProcess

simulated function UpdatePostProcess (const out Camera.TViewTarget VT, float DeltaTime)

Gives mode a chance to adjust/override postprocess as desired.