UE3:SeqAct_CameraShake (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_CameraShake |
- Package:
- Engine
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Properties
Property group 'SeqAct_CameraShake'
bDoControllerVibration
Type: bool
Modifiers: protectedwrite
Whether or not to do do controller vibration. Code shakes only for now.
Default value: True
bOrientTowardRadialEpicenter
Type: bool
Modifiers: protectedwrite
If true, camera shake is rotated to be relative to the shake epicenter before application (e.g. a shake that moves -X will always move away from the shake's origin). Only valid for Radial shakes. Overrides PlaySpace.
bRadialShake
Type: bool
Modifiers: protectedwrite
A radial shake shakes the camera for all nearby players. If FALSE, shake only the cameras of specified players.
PlaySpace
Type: Camera.ECameraAnimPlaySpace
Modifiers: protectedwrite
Defined how to orient the shaking offsets before applying to the camera. CameraLocal is normal. Is UserDefined, rotation of the LocationActor is used. Ignored for Radial Shakes
RadialShake_Falloff
Type: float
Modifiers: protectedwrite
Falloff exponent, defines falloff between inner and outer radii. For CST_Radial shakes only.
Default value: 2.0
RadialShake_InnerRadius
Type: float
Modifiers: protectedwrite
Radius inside which the shake is full magnitude. For radial shakes only.
Default value: 128.0
RadialShake_OuterRadius
Type: float
Modifiers: protectedwrite
Radius at which the shake reaches 0 magnitude. For radial shakes only.
Default value: 512.0
Shake
Type: CameraShake
Modifiers: protectedwrite, export, editinline
Parameters that define the shake.
Default value: CameraShake'Engine.Default__SeqAct_CameraShake:Shake0'
ShakeScale
Type: float
Modifiers: protectedwrite
For easy overall scaling without tweaking the individual parameters. For oscillating shakes, scales amplitude only.
Default value: 1.0
Internal variables
LocationActor
Type: Actor
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
InputLinks[0] |
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InputLinks[1] |
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ObjCategory | "Camera" | ||||||||
ObjName | "Camera Shake" | ||||||||
VariableLinks[1] |
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Subobjects
Shake0
Class: Engine.CameraShake
Property | Value | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
OscillationDuration | 1.0 | ||||||||||||||||||||||||||
RotOscillation |
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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.