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UE3:GamePlayerCamera (UDK)

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Revision as of 05:39, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 2))

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UDK Object >> Actor >> Camera >> GamePlayerCamera
Package: 
GameFramework


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]

final protected native function float AdjustFOVForViewport (float inHorizFOV, Pawn CameraTargetPawn) const

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]

protected native function CacheLastTargetBaseInfo (Actor TargetBase)


Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Camera.PostBeginPlay


Reset[edit]

event Reset ()

Overrides: Actor.Reset


Other instance functions[edit]

CreateCamera[edit]

protected function GameCameraBase CreateCamera (class<GameCameraBaseCameraClass)

Internal. Creates and initializes a new camera of the specified class, returns the object ref.

DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

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]

protected function GameCameraBase FindBestCameraType (Actor CameraTarget)

Internal. Polls game state to determine best camera to use.

ProcessViewRotation[edit]

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

Overrides: Camera.ProcessViewRotation

Give cameras a chance to influence player view rotation.

ResetInterpolation[edit]

simulated function ResetInterpolation ()

Stop interpolation for this frame and just let everything go to where it's supposed to be.

SetColorScale[edit]

simulated function SetColorScale (Object.Vector NewColorScale)

Sets the new color scale

ShouldConstrainAspectRatio[edit]

function bool ShouldConstrainAspectRatio ()

Available for overriding.

UpdateCameraLensEffects[edit]

simulated function UpdateCameraLensEffects (const out Camera.TViewTarget OutVT)

Update any attached camera lens effects (e.g. blood) *

UpdateViewTarget[edit]

function UpdateViewTarget (out Camera.TViewTarget OutVT, float DeltaTime)

Overrides: Camera.UpdateViewTarget

Query ViewTarget and outputs Point Of View.

Parameters:

  • OutVT - ViewTarget to use.
  • DeltaTime - Delta Time since last camera update (in seconds).