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Difference between revisions of "UE3:GamePlayerCamera (UDK)"
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m (1 revision: class descriptions for UDK January update (part 2)) |
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Available for overriding. | Available for overriding. | ||
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+ | ====UpdateCameraLensEffects==== | ||
+ | {{code|simulated function '''UpdateCameraLensEffects''' (const out {{tl|TViewTarget|Camera}} '''OutVT''')}} | ||
+ | |||
+ | Update any attached camera lens effects (e.g. blood) * | ||
====UpdateViewTarget==== | ====UpdateViewTarget==== |
Latest revision as of 05:39, 17 January 2010
- Package:
- GameFramework
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Properties[edit]
Property group 'Camera'[edit]
CurrentCamera[edit]
Type: GameCameraBase
Modifiers: editinline, transient
Which camera is currently active.
FixedCam[edit]
Type: GameCameraBase
Modifiers: editinline, transient
Implements fixed camera, used for viewing through pre-placed camera actors.
FixedCameraClass[edit]
Type: class<GameCameraBase>
Modifiers: protected, const
Class to use for third person camera.
Default value: Class'GameFramework.GameFixedCamera'
ThirdPersonCam[edit]
Type: GameCameraBase
Modifiers: editinline, transient
Implements typical third person camera.
ThirdPersonCameraClass[edit]
Type: class<GameCameraBase>
Modifiers: protected, const
Class to use for third person camera.
Default value: Class'GameFramework.GameThirdPersonCamera'
Property group 'GamePlayerCamera'[edit]
SplitScreenShakeScale[edit]
Type: float
Modifiers: protected, const
Scalar applied to all screen shakes in splitscreen. Normally used to dampen, since shakes feel more intense in a smaller viewport.
Internal variables[edit]
bInterpolateCamChanges[edit]
Type: bool
Modifiers: transient
bResetInterp[edit]
Type: bool
Modifiers: transient, private
Indicates if we should reset interpolation on whichever active camera processes next.
bUseForcedCamFOV[edit]
Type: bool
Modifiers: transient
Should the FOV be overridden?
ForcedCamFOV[edit]
Type: float
Modifiers: transient
If bUseForcedCamFOV is true, use this angle
LastTargetBase[edit]
Type: Actor
Modifiers: transient, protected
LastTargetBaseTM[edit]
Type: Object.Matrix
Modifiers: transient, protected
LastViewTarget[edit]
Type: Actor
Modifiers: transient, private
Default values[edit]
Property | Value |
---|---|
CameraStyle | 'Default' |
DefaultFOV | 70.0 |
Functions[edit]
Native functions[edit]
AdjustFOVForViewport[edit]
Given a horizontal FOV that assumes a 16:9 viewport, return an appropriately adjusted FOV for the viewport of the target pawn. Used to correct for splitscreen.
CacheLastTargetBaseInfo[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: Camera.PostBeginPlay
Reset[edit]
Overrides: Actor.Reset
Other instance functions[edit]
CreateCamera[edit]
Internal. Creates and initializes a new camera of the specified class, returns the object ref.
DisplayDebug[edit]
Overrides: Camera.DisplayDebug
(Description copied from Camera.DisplayDebug)
list important Camera variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
FindBestCameraType[edit]
Internal. Polls game state to determine best camera to use.
ProcessViewRotation[edit]
Overrides: Camera.ProcessViewRotation
Give cameras a chance to influence player view rotation.
ResetInterpolation[edit]
Stop interpolation for this frame and just let everything go to where it's supposed to be.
SetColorScale[edit]
Sets the new color scale
ShouldConstrainAspectRatio[edit]
Available for overriding.
UpdateCameraLensEffects[edit]
Update any attached camera lens effects (e.g. blood) *
UpdateViewTarget[edit]
Overrides: Camera.UpdateViewTarget
Query ViewTarget and outputs Point Of View.
Parameters:
- OutVT - ViewTarget to use.
- DeltaTime - Delta Time since last camera update (in seconds).