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UE3:GameThirdPersonCameraMode (UDK)

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UDK Object >> GameThirdPersonCameraMode

Contents

Package: 
GameFramework
Direct subclass:
GameThirdPersonCameraMode_Default


Properties[edit]

Property group 'DepthOfField'[edit]

bAdjustDOF[edit]

Type: bool

Modifiers: const, protected

Optional parameters for DOF adjustments.

DOF_BlurKernelSize[edit]

Type: float

Modifiers: const, protected


Default value: 3.0

DOF_FalloffExponent[edit]

Type: float

Modifiers: const, protected


Default value: 1.0

DOF_FocusInnerRadius[edit]

Type: float

Modifiers: const, protected


DOF_MaxFarBlurAmount[edit]

Type: float

Modifiers: const, protected


Default value: 1.0

DOF_MaxNearBlurAmount[edit]

Type: float

Modifiers: const, protected


Default value: 0.6

DOF_RadiusDistRange[edit]

Type: Object.Vector2D

Modifiers: protected, const


Default value:

Member Value
X 1000.0
Y 50000.0

DOF_RadiusFalloff[edit]

Type: float

Modifiers: protected, const

Maps out how the DOF inner radius changes over distance.

Default value: 1.0

DOF_RadiusRange[edit]

Type: Object.Vector2D

Modifiers: protected, const


Default value:

Member Value
X 2500.0
Y 60000.0

DOFDistanceInterpSpeed[edit]

Type: float

Modifiers: protected, const


Default value: 10.0

DOFTraceExtent[edit]

Type: Object.Vector

Modifiers: protected, const


Property group 'GameThirdPersonCameraMode'[edit]

bDirectLook[edit]

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[edit]

Type: bool

Modifiers: const

True to turn do predictive camera avoidance, false otherwise

Default value: True

bFollowTarget[edit]

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[edit]

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[edit]

Type: bool

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

bInterpViewOffsetOnlyForCamTransition[edit]

Type: bool

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

Default value: True

BlendTime[edit]

Type: float

Modifiers: const

Blend Time to and from this view mode

Default value: 0.67

bLockedToViewTarget[edit]

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[edit]

Type: bool

Whether rotation interpolation happens at constant speed or not

bSkipCameraCollision[edit]

Type: bool

If TRUE, all camera collision is disabled

bUsePerAxisOriginLocInterp[edit]

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[edit]

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[edit]

Type: float

Modifiers: const, protected

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

FollowingInterpSpeed_Pitch[edit]

Type: float

Modifiers: const, protected


FollowingInterpSpeed_Roll[edit]

Type: float

Modifiers: const, protected


FollowingInterpSpeed_Yaw[edit]

Type: float

Modifiers: const, protected


FOVAngle[edit]

Type: float

Modifiers: const, config

FOV for camera to use

OriginLocInterpSpeed[edit]

Type: float

Modifiers: protected

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

Default value: 8.0

OriginRotInterpSpeed[edit]

Type: float

Modifiers: protected

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

PerAxisOriginLocInterpSpeed[edit]

Type: Object.Vector

Modifiers: protected


RunBackAdjustment[edit]

Type: Object.Vector

Modifiers: const, protected

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

RunFwdAdjustment[edit]

Type: Object.Vector

Modifiers: const, protected

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

RunOffsetInterpSpeedIn[edit]

Type: float

Modifiers: const, protected

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

Default value: 6.0

RunOffsetInterpSpeedOut[edit]

Type: float

Modifiers: const, protected

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

Default value: 12.0

RunOffsetScalingThreshold[edit]

Type: float

Modifiers: const, protected

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

StrafeLeftAdjustment[edit]

Type: Object.Vector

Modifiers: const, protected

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

StrafeOffsetInterpSpeedIn[edit]

Type: float

Modifiers: const, protected

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

Default value: 12.0

StrafeOffsetInterpSpeedOut[edit]

Type: float

Modifiers: const, protected

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

Default value: 20.0

StrafeOffsetScalingThreshold[edit]

Type: float

Modifiers: const, protected

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

StrafeRightAdjustment[edit]

Type: Object.Vector

Modifiers: const, protected

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

TargetRelativeCameraOriginOffset[edit]

Type: Object.Vector

Modifiers: const, protected

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

ViewOffset[edit]

Type: ViewOffsetData

Modifiers: const, protected

contains offsets from camera target to camera loc

ViewOffset_ViewportAdjustments[edit]

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[edit]

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[edit]

bDOFUpdated[edit]

Type: bool

Modifiers: transient, protected


LastDOFDistance[edit]

Type: float

Modifiers: protected, transient


LastDOFRadius[edit]

Type: float

Modifiers: protected, transient


LastRunOffset[edit]

Type: Object.Vector

Modifiers: protected, transient

Run offset last tick, used for interpolation.

LastStrafeOffset[edit]

Type: Object.Vector

Modifiers: protected, transient

Strafe offset last tick, used for interpolation.

ThirdPersonCam[edit]

Type: GameThirdPersonCamera

Modifiers: transient

Ref to the camera object that owns this mode object.

ViewOffsetInterp[edit]

Type: float

Keep track of our ViewOffset Interpolation factor

Enums[edit]

ECameraViewportTypes[edit]

Supported viewport configurations.

CVT_16to9_Full 
CVT_16to9_VertSplit 
CVT_16to9_HorizSplit 
CVT_4to3_Full 
CVT_4to3_HorizSplit 
CVT_4to3_VertSplit 

Structs[edit]

ViewOffsetData[edit]

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[edit]

Native functions[edit]

SetViewOffset[edit]

native final function SetViewOffset (const out ViewOffsetData NewViewOffset)


Events[edit]

AdjustViewOffset[edit]

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

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

GetCameraWorstCaseLoc[edit]

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[edit]

DOFTrace[edit]

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[edit]

function float GetDesiredFOV (Pawn ViewedPawn)

Returns FOV that this camera mode desires.

GetDOFFocusLoc[edit]

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


ModifyPostProcessSettings[edit]

simulated function ModifyPostProcessSettings (out PostProcessVolume.PostProcessSettings PP)


OnBecomeActive[edit]

function OnBecomeActive (Pawn TargetPawn, GameThirdPersonCameraMode PrevMode)

Called when Camera mode becomes active

OnBecomeInActive[edit]

function OnBecomeInActive (Pawn TargetPawn, GameThirdPersonCameraMode NewMode)

Called when camera mode becomes inactive

ProcessViewRotation[edit]

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


SetFocusPoint[edit]

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[edit]

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

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