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UE3:SeqAct_CameraLookAt (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_CameraLookAt |
Contents
- 1 Properties
- 1.1 Property group 'SeqAct_CameraLookAt'
- 1.1.1 bAffectCamera
- 1.1.2 bAffectHead
- 1.1.3 bAlwaysFocus
- 1.1.4 bCheckLineOfSight
- 1.1.5 bDisableInput
- 1.1.6 bIgnoreTrace
- 1.1.7 bLeaveCameraRotation
- 1.1.8 bRotatePlayerWithCamera
- 1.1.9 bToggleGodMode
- 1.1.10 bTurnInPlace
- 1.1.11 CameraFOV
- 1.1.12 FocusBoneName
- 1.1.13 InFocusFOV
- 1.1.14 InterpSpeedRange
- 1.1.15 TextDisplay
- 1.1.16 TotalTime
- 1.2 Internal variables
- 1.3 Default values
- 1.1 Property group 'SeqAct_CameraLookAt'
- 2 Static events
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Properties
Property group 'SeqAct_CameraLookAt'
bAffectCamera
Type: bool
Should this affect the camera?
Default value: True
bAffectHead
Type: bool
Should this turn the character's head?
bAlwaysFocus
Type: bool
If FALSE, focus only if point roughly in view; if TRUE, focus no matter where player is looking
bCheckLineOfSight
Type: bool
TRUE to validate visibility of lookat target before doing any camera changes
bDisableInput
Type: bool
Don't allow input
Default value: True
bIgnoreTrace
Type: bool
If TRUE, ignore world trace to find a good spot
bLeaveCameraRotation
Type: bool
Leave the camera focused on the actor?
bRotatePlayerWithCamera
Type: bool
Should this turn affect the player's rotation?
bToggleGodMode
Type: bool
Set this player in god mode? Only works if bAffectCamera == TRUE
bTurnInPlace
Type: bool
If TRUE, camera will rotate in place. If FALSE, camera can move as necessary.
Default value: True
CameraFOV
Type: float
If >= 0, override camera fov to be this.
Default value: -1.0
FocusBoneName
Type: name
Name of bone to focus on if available
InFocusFOV
Type: Object.Vector2D
How tight the focus should be
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
InterpSpeedRange
Type: Object.Vector2D
Speed range of interpolation to focus camera
Default value:
Member | Value |
---|---|
X | 3.0 |
Y | 3.0 |
TextDisplay
Type: string
Text to display while camera is focused
TotalTime
Type: float
The total amount of time the camera lookat will happen
Internal variables
bAdjustCamera
Type: bool
Modifiers: deprecated
DEPRECATED. Functionally replaced by bTurnInPlace for clarity in version 4.
bUsedTimer
Type: bool
Whether this event used a timer or not
RemainingTime
Type: float
Modifiers: transient
Default values
Property | Value | ||||||
---|---|---|---|---|---|---|---|
bLatentExecution | True | ||||||
ObjCategory | "Camera" | ||||||
ObjName | "Look At" | ||||||
OutputLinks[1] |
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OutputLinks[2] |
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OutputLinks[3] |
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VariableLinks[1] |
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Static events
GetObjClassVersion
Overrides: SequenceObject.GetObjClassVersion
Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.
Returns:
- the version number for this specific class.