Always snap to grid
UE3:GameThirdPersonCamera (UDK)
Object >> GameCameraBase >> GameThirdPersonCamera |
Contents
- 1 Properties
- 1.1 Property group 'Debug'
- 1.2 Property group 'Focus'
- 1.3 Property group 'GameThirdPersonCamera'
- 1.3.1 bDrawDebug
- 1.3.2 CurrentCamMode
- 1.3.3 DirectLookInterpSpeed
- 1.3.4 OffsetAdjustmentInterpSpeed
- 1.3.5 OriginOffsetInterpSpeed
- 1.3.6 PenetrationAvoidanceFeelers
- 1.3.7 PenetrationBlendInTime
- 1.3.8 PenetrationBlendOutTime
- 1.3.9 PenetrationExtentScale
- 1.3.10 ThirdPersonCamDefault
- 1.3.11 ThirdPersonCamDefaultClass
- 1.3.12 WorstLocInterpSpeed
- 1.3.13 WorstLocPenetrationExtentScale
- 1.4 Internal variables
- 1.4.1 ActualFocusPointWorldLoc
- 1.4.2 bDoingACameraTurn
- 1.4.3 bDoingDirectLook
- 1.4.4 bFocusPointSet
- 1.4.5 bFocusPointSuccessful
- 1.4.6 bTurnAlignTargetWhenFinished
- 1.4.7 DirectLookYaw
- 1.4.8 LastActualCameraOrigin
- 1.4.9 LastActualCameraOriginRot
- 1.4.10 LastActualOriginOffset
- 1.4.11 LastCamFOV
- 1.4.12 LastFocusChangeTime
- 1.4.13 LastFocusPointLoc
- 1.4.14 LastHeightAdjustment
- 1.4.15 LastOffsetAdjustment
- 1.4.16 LastPitchAdjustment
- 1.4.17 LastPostCamTurnYaw
- 1.4.18 LastPreModifierCameraLoc
- 1.4.19 LastPreModifierCameraRot
- 1.4.20 LastViewOffset
- 1.4.21 LastWorstLocationLocal
- 1.4.22 LastYawAdjustment
- 1.4.23 LeftoverPitchAdjustment
- 1.4.24 PenetrationBlockedPct
- 1.4.25 TurnCurTime
- 1.4.26 TurnDelay
- 1.4.27 TurnEndAngle
- 1.4.28 TurnStartAngle
- 1.4.29 TurnTotalTime
- 1.4.30 WorstLocBlockedPct
- 2 Structs
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.3 Other instance functions
- 3.3.1 AdjustFocusPointInterpolation
- 3.3.2 AdjustTurn
- 3.3.3 BeginTurn
- 3.3.4 ClearFocusPoint
- 3.3.5 CreateCameraMode
- 3.3.6 FindBestCameraMode
- 3.3.7 GetActualFocusLocation
- 3.3.8 GetFocusActor
- 3.3.9 Init
- 3.3.10 OnBecomeActive
- 3.3.11 ProcessViewRotation
- 3.3.12 Reset
- 3.3.13 ResetInterpolation
- 3.3.14 SetFocusOnActor
- 3.3.15 SetFocusOnLoc
- 3.3.16 UpdateCamera
- 3.3.17 UpdateCameraMode
- Package:
- GameFramework
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Properties[edit]
Property group 'Debug'[edit]
bDebugChangedCameraMode[edit]
Type: bool
Change in camera mode happened this frame - reset on first call to PlayerUpdateCamera
Property group 'Focus'[edit]
Focus_BackOffStrength[edit]
Type: float
move back pct based on move up
Default value: 0.33
Focus_FastAdjustKickInTime[edit]
Type: float
time it takes for fast interpolation speed to kick in
Default value: 0.5
Focus_MaxTries[edit]
Type: int
number of tries to have focus in view
Default value: 4
Focus_StepHeightAdjustment[edit]
Type: float
Z offset step for every try
Default value: 64.0
FocusPoint[edit]
Type: CamFocusPointParams
current focus point
Property group 'GameThirdPersonCamera'[edit]
bDrawDebug[edit]
Type: bool
Modifiers: protected
toggles debug mode
CurrentCamMode[edit]
Type: GameThirdPersonCameraMode
Modifiers: editinline, transient
Current GearCam Mode
DirectLookInterpSpeed[edit]
Type: float
Default value: 6.0
OffsetAdjustmentInterpSpeed[edit]
Type: float
Modifiers: protected, const
We optionally interpolate the results of AdjustViewOffset() to prevent pops when a cameramode changes its adjustment suddenly.
Default value: 12.0
OriginOffsetInterpSpeed[edit]
Type: float
origin offset interpolation speed
Default value: 8.0
PenetrationAvoidanceFeelers[edit]
Type: array<PenetrationAvoidanceFeeler>
Default value, index 0:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
Extent |
|
||||||||
PawnWeight | 1.0 | ||||||||
WorldWeight | 1.0 |
Default value, index 1:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AdjustmentRot |
|
||||||||
PawnWeight | 0.75 | ||||||||
WorldWeight | 0.75 |
Default value, index 2:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AdjustmentRot |
|
||||||||
PawnWeight | 0.75 | ||||||||
WorldWeight | 0.75 |
Default value, index 3:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AdjustmentRot |
|
||||||||
PawnWeight | 0.5 | ||||||||
WorldWeight | 0.5 |
Default value, index 4:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AdjustmentRot |
|
||||||||
PawnWeight | 0.5 | ||||||||
WorldWeight | 0.5 |
Default value, index 5:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AdjustmentRot |
|
||||||||
PawnWeight | 1.0 | ||||||||
WorldWeight | 1.0 |
Default value, index 6:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AdjustmentRot |
|
||||||||
PawnWeight | 0.5 | ||||||||
WorldWeight | 0.5 |
PenetrationBlendInTime[edit]
Type: float
Time to transition from ideal location to blocked position, after camera collision with geometry. (used only by predictive feelers)
Default value: 0.1
PenetrationBlendOutTime[edit]
Type: float
Time to transition from blocked location to ideal position, after camera collision with geometry.
Default value: 0.15
PenetrationExtentScale[edit]
Type: float
camera extent scale to use when calculating penetration for this segment
Default value: 1.0
ThirdPersonCamDefault[edit]
Type: GameThirdPersonCameraMode
Modifiers: protected, editinline
Base camera position when walking
ThirdPersonCamDefaultClass[edit]
Type: class<GameThirdPersonCameraMode>
Modifiers: protected
Default value: Class'GameFramework.GameThirdPersonCameraMode_Default'
WorstLocInterpSpeed[edit]
Type: float
Default value: 8.0
WorstLocPenetrationExtentScale[edit]
Type: float
camera extent scale to use when calculating penetration for this segment
Default value: 1.0
Internal variables[edit]
ActualFocusPointWorldLoc[edit]
Type: Object.Vector
Modifiers: transient, protected
bDoingACameraTurn[edit]
Type: bool
Modifiers: protected
bDoingDirectLook[edit]
Type: bool
Modifiers: transient
bFocusPointSet[edit]
Type: bool
do we have a focus point set?
bFocusPointSuccessful[edit]
Type: bool
Modifiers: protected, transient
Internal. TRUE if the focus point was good and the camera looked at it, FALSE otherise (e.g. failed the trace).
bTurnAlignTargetWhenFinished[edit]
Type: bool
Modifiers: protected
DirectLookYaw[edit]
Type: int
Modifiers: transient
direct look vars
LastActualCameraOrigin[edit]
Type: Object.Vector
Modifiers: transient
Last actual camera origin position, for lazy cam interpolation. It's only applied to player's origin, not view offsets, for faster/smoother response
LastActualCameraOriginRot[edit]
Type: Object.Rotator
Modifiers: transient
LastActualOriginOffset[edit]
Type: Object.Vector
Modifiers: transient
Last pawn relative offset, for slow offsets interpolation. This is because this offset is relative to the Pawn's rotation, which can change abruptly (when snapping to cover). Used to adjust the camera origin (evade, lean, pop up, blind fire, reload..)
LastCamFOV[edit]
Type: float
Modifiers: transient
last CamFOV for war cam interpolation
LastFocusChangeTime[edit]
Type: float
Modifiers: transient, protected
Last time focus point changed (location)
LastFocusPointLoc[edit]
Type: Object.Vector
Modifiers: transient, protected
Last focus point location
LastHeightAdjustment[edit]
Type: float
Modifiers: transient
last offset adjustment, for smooth blend out
LastOffsetAdjustment[edit]
Type: Object.Vector
Modifiers: protectedwrite, transient
Offset adjustment from last tick, used for interpolation.
LastPitchAdjustment[edit]
Type: float
Modifiers: transient
last adjusted pitch, for smooth blend out
LastPostCamTurnYaw[edit]
Type: int
Modifiers: protected, transient
Saved data for camera turn "align when finished" functionality
LastPreModifierCameraLoc[edit]
Type: Object.Vector
Modifiers: transient
Last location and rotation of the camera, cached before camera modifiers are applied.
LastPreModifierCameraRot[edit]
Type: Object.Rotator
Modifiers: transient
LastViewOffset[edit]
Type: Object.Vector
Modifiers: transient
View relative offset. This offset is relative to Controller's rotation, mainly used for Pitch positioning.
LastWorstLocationLocal[edit]
Type: Object.Vector
Modifiers: transient
LastYawAdjustment[edit]
Type: float
Modifiers: transient
last adjusted Yaw, for smooth blend out
LeftoverPitchAdjustment[edit]
Type: float
Modifiers: transient
pitch adjustment when keeping target is done in 2 parts. this is the amount to pitch in part 2 (post view offset application)
PenetrationBlockedPct[edit]
Type: float
Modifiers: protected
Percentage of distance blocked by collision. From worst location, to desired location.
Default value: 1.0
TurnCurTime[edit]
Type: float
Modifiers: protected
Vars for code-driven camera turns
TurnDelay[edit]
Type: float
Modifiers: protected
TurnEndAngle[edit]
Type: int
Modifiers: protected
TurnStartAngle[edit]
Type: int
Modifiers: protected
TurnTotalTime[edit]
Type: float
Modifiers: protected
WorstLocBlockedPct[edit]
Type: float
obstruction pct from origin to worstloc origin
Structs[edit]
CamFocusPointParams[edit]
Modifiers: native
Camera focus point definition
- Actor FocusActor
- Actor to focus on.
- name FocusBoneName
- Bone name to focus on. Ignored if FocusActor is None or has no SkeletalMeshComponent
- Object.Vector FocusWorldLoc
- Focus point location in world space. Ignored if FocusActor is not None.
- float CameraFOV
- If >0, FOV to force upon camera while looking at this point (degrees)
- Object.Vector2D InterpSpeedRange
- Interpolation speed (X=slow/focus loc moving, Y=fast/focus loc steady/blending out)
- Object.Vector2D InFocusFOV
- FOV where target is considered in focus, no correction is made. X is yaw tolerance, Y is pitch tolerance.
- bool bAlwaysFocus
- If FALSE, focus only if point roughly in view; if TRUE, focus no matter where player is looking
- bool bAdjustCamera
- If TRUE, camera adjusts to keep player in view, if FALSE the camera remains fixed and just rotates in place
- bool bIgnoreTrace
- If TRUE, ignore world trace to find a good spot
- float FocusPitchOffsetDeg
- Offsets the pitch. e.g. 20 will look 20 degrees above the target
PenetrationAvoidanceFeeler[edit]
Modifiers: native
Struct defining a feeler ray used for camera penetration avoidance.
- Object.Rotator AdjustmentRot
- rotator describing deviance from main ray
- float WorldWeight
- how much this feeler affects the final position if it hits the world
- float PawnWeight
- how much this feeler affects the final position if it hits a Pawn (setting to 0 will not attempt to collide with pawns at all)
- Object.Vector Extent
- extent to use for collision when firing this ray
Functions[edit]
Native functions[edit]
EndTurn[edit]
Stops a camera rotation.
PlayerUpdateCamera[edit]
Internal camera updating code
Events[edit]
GetDesiredFOV[edit]
returns camera mode desired FOV
ModifyPostProcessSettings[edit]
Overrides: GameCameraBase.ModifyPostProcessSettings
UpdateFocusPoint[edit]
Per-tick focus point processing, for polling gamestate and adjusting as desired. Override if you want other systems or criteria to set focus points.
Other instance functions[edit]
AdjustFocusPointInterpolation[edit]
Use this if you keep the same focus point, but move the camera basis around underneath it
e.g. you want the camera to hold steady focus, but the camera target is rotating
AdjustTurn[edit]
Adjusts a camera rotation. Useful for situations where the basis of the rotation changes.
Parameters:
- AngleOffset - Yaw adjustment to apply (in Rotator units)
BeginTurn[edit]
Initiates a forced camera rotation.
Parameters:
- StartAngle - Starting Yaw offset (in Rotator units)
- EndAngle - Finishing Yaw offset (in Rotator units)
- TimeSec - How long the rotation should take
- DelaySec - How long to wait before starting the rotation
ClearFocusPoint[edit]
Clear focus point
CreateCameraMode[edit]
Internal.
FindBestCameraMode[edit]
Evaluates the game state and returns the proper camera mode.
Returns:
- new camera mode to use
GetActualFocusLocation[edit]
Internal. Returns the world space position of the current focus point.
GetFocusActor[edit]
Returns ref to the actor currently being used as a focus point, if any.
Init[edit]
Overrides: GameCameraBase.Init
OnBecomeActive[edit]
Overrides: GameCameraBase.OnBecomeActive
Called when Camera mode becomes active
ProcessViewRotation[edit]
Overrides: GameCameraBase.ProcessViewRotation
Gives cameras a chance to change player view rotation
Reset[edit]
ResetInterpolation[edit]
Overrides: GameCameraBase.ResetInterpolation
Called to indicate that the next update should skip interpolation and snap to desired values.
SetFocusOnActor[edit]
Tells camera to focus on the given actor.
SetFocusOnLoc[edit]
Tells camera to focus on the given world position.
UpdateCamera[edit]
Overrides: GameCameraBase.UpdateCamera
Player Update Camera code
UpdateCameraMode[edit]
Update current camera modes. Pick Best, handle transitions, etc.