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UE3:SeqAct_CameraLookAt (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_CameraLookAt
Package: 
Engine
This class in other games:
UT3


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]
Member Value
LinkDesc "Finished"
OutputLinks[2]
Member Value
LinkDesc "Succeeded"
OutputLinks[3]
Member Value
LinkDesc "Failed"
VariableLinks[1]
Member Value
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Focus"

Static events

GetObjClassVersion

static event int 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.