Gah - a solution with more questions. – EntropicLqd
UE3:GameThirdPersonCameraMode (UDK)
Object >> GameThirdPersonCameraMode |
Contents
- 1 Properties
- 1.1 Property group 'DepthOfField'
- 1.2 Property group 'GameThirdPersonCameraMode'
- 1.2.1 bDirectLook
- 1.2.2 bDoPredictiveAvoidance
- 1.2.3 bFollowTarget
- 1.2.4 bInterpLocation
- 1.2.5 bInterpRotation
- 1.2.6 bInterpViewOffsetOnlyForCamTransition
- 1.2.7 BlendTime
- 1.2.8 bLockedToViewTarget
- 1.2.9 bRotInterpSpeedConstant
- 1.2.10 bSkipCameraCollision
- 1.2.11 bUsePerAxisOriginLocInterp
- 1.2.12 bValidateWorstLoc
- 1.2.13 FollowingCameraVelThreshold
- 1.2.14 FollowingInterpSpeed_Pitch
- 1.2.15 FollowingInterpSpeed_Roll
- 1.2.16 FollowingInterpSpeed_Yaw
- 1.2.17 FOVAngle
- 1.2.18 OriginLocInterpSpeed
- 1.2.19 OriginRotInterpSpeed
- 1.2.20 PerAxisOriginLocInterpSpeed
- 1.2.21 RunBackAdjustment
- 1.2.22 RunFwdAdjustment
- 1.2.23 RunOffsetInterpSpeedIn
- 1.2.24 RunOffsetInterpSpeedOut
- 1.2.25 RunOffsetScalingThreshold
- 1.2.26 StrafeLeftAdjustment
- 1.2.27 StrafeOffsetInterpSpeedIn
- 1.2.28 StrafeOffsetInterpSpeedOut
- 1.2.29 StrafeOffsetScalingThreshold
- 1.2.30 StrafeRightAdjustment
- 1.2.31 TargetRelativeCameraOriginOffset
- 1.2.32 ViewOffset
- 1.2.33 ViewOffset_ViewportAdjustments
- 1.2.34 WorstLocOffset
- 1.3 Internal variables
- 2 Enums
- 3 Structs
- 4 Functions
- Package:
- GameFramework
- Direct subclass:
- GameThirdPersonCameraMode_Default
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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]
Events[edit]
AdjustViewOffset[edit]
Allows mode to make any final situational adjustments to the base view offset.
GetCameraWorstCaseLoc[edit]
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]
Modeled after CalcWeaponFire to avoid triggers. Consider moving to native code and using a single line check call?
GetDesiredFOV[edit]
Returns FOV that this camera mode desires.
GetDOFFocusLoc[edit]
ModifyPostProcessSettings[edit]
OnBecomeActive[edit]
Called when Camera mode becomes active
OnBecomeInActive[edit]
Called when camera mode becomes inactive
ProcessViewRotation[edit]
SetFocusPoint[edit]
Camera mode has a chance to set a focus point, if it so chooses. Return true if setting one, false if not.
UpdatePostProcess[edit]
Gives mode a chance to adjust/override postprocess as desired.