Always snap to grid
Difference between revisions of "UE3:GamePlayerCamera (UDK)"
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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''')}} | ||
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+ | Update any attached camera lens effects (e.g. blood) * | ||
====UpdateViewTarget==== | ====UpdateViewTarget==== |
Revision as of 05:24, 17 January 2010
- Package:
- GameFramework
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Properties
Property group 'Camera'
CurrentCamera
Type: GameCameraBase
Modifiers: editinline, transient
Which camera is currently active.
FixedCam
Type: GameCameraBase
Modifiers: editinline, transient
Implements fixed camera, used for viewing through pre-placed camera actors.
FixedCameraClass
Type: class<GameCameraBase>
Modifiers: protected, const
Class to use for third person camera.
Default value: Class'GameFramework.GameFixedCamera'
ThirdPersonCam
Type: GameCameraBase
Modifiers: editinline, transient
Implements typical third person camera.
ThirdPersonCameraClass
Type: class<GameCameraBase>
Modifiers: protected, const
Class to use for third person camera.
Default value: Class'GameFramework.GameThirdPersonCamera'
Property group 'GamePlayerCamera'
SplitScreenShakeScale
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
bInterpolateCamChanges
Type: bool
Modifiers: transient
bResetInterp
Type: bool
Modifiers: transient, private
Indicates if we should reset interpolation on whichever active camera processes next.
bUseForcedCamFOV
Type: bool
Modifiers: transient
Should the FOV be overridden?
ForcedCamFOV
Type: float
Modifiers: transient
If bUseForcedCamFOV is true, use this angle
LastTargetBase
Type: Actor
Modifiers: transient, protected
LastTargetBaseTM
Type: Object.Matrix
Modifiers: transient, protected
LastViewTarget
Type: Actor
Modifiers: transient, private
Default values
Property | Value |
---|---|
CameraStyle | 'Default' |
DefaultFOV | 70.0 |
Functions
Native functions
AdjustFOVForViewport
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
Events
PostBeginPlay
Overrides: Camera.PostBeginPlay
Reset
Overrides: Actor.Reset
Other instance functions
CreateCamera
Internal. Creates and initializes a new camera of the specified class, returns the object ref.
DisplayDebug
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
Internal. Polls game state to determine best camera to use.
ProcessViewRotation
Overrides: Camera.ProcessViewRotation
Give cameras a chance to influence player view rotation.
ResetInterpolation
Stop interpolation for this frame and just let everything go to where it's supposed to be.
SetColorScale
Sets the new color scale
ShouldConstrainAspectRatio
Available for overriding.
UpdateCameraLensEffects
Update any attached camera lens effects (e.g. blood) *
UpdateViewTarget
Overrides: Camera.UpdateViewTarget
Query ViewTarget and outputs Point Of View.
Parameters:
- OutVT - ViewTarget to use.
- DeltaTime - Delta Time since last camera update (in seconds).