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Legacy camera shake which can do either oscillation or run camera anims.
| Name | ULegacyCameraShake |
| Type | class |
| Header File | /Engine/Plugins/Cameras/EngineCameras/Source/EngineCameras/Public/Shakes/LegacyCameraShake.h |
| Include Path | #include "Shakes/LegacyCameraShake.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, HideCategories=(CameraShakePattern))
class ULegacyCameraShake : public UCameraShakeBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCameraShakeBase → ULegacyCameraShake
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULegacyCameraShake
(
const FObjectInitializer& ObjectInitializer |
Shakes/LegacyCameraShake.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimBlendInTime | float | Linear blend-in time. | Shakes/LegacyCameraShake.h |
|
| AnimBlendOutTime | float | Linear blend-out time. | Shakes/LegacyCameraShake.h |
|
| AnimPlayRate | float | Scalar defining how fast to play the anim. | Shakes/LegacyCameraShake.h |
|
| AnimScale | float | Scalar defining how "intense" to play the anim. | Shakes/LegacyCameraShake.h |
|
| AnimSequence | TObjectPtr< class UCameraAnimationSequence > | Source camera animation sequence to play. Can be null. | Shakes/LegacyCameraShake.h |
|
| bRandomAnimSegment | uint32 | If true, play a random snippet of the animation of length Duration. | Shakes/LegacyCameraShake.h |
|
| FOVOscillation | FFOscillator | FOV oscillation | Shakes/LegacyCameraShake.h |
|
| LocOscillation | FVOscillator | Positional oscillation | Shakes/LegacyCameraShake.h |
|
| OscillationBlendInTime | float | Duration of the blend-in, where the oscillation scales from 0 to 1. | Shakes/LegacyCameraShake.h |
|
| OscillationBlendOutTime | float | Duration of the blend-out, where the oscillation scales from 1 to 0. | Shakes/LegacyCameraShake.h |
|
| OscillationDuration | float | Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation. | Shakes/LegacyCameraShake.h |
|
| OscillatorTimeRemaining | float | Time remaining for oscillation shakes. Less than 0.f means shake infinitely. | Shakes/LegacyCameraShake.h |
|
| RandomAnimSegmentDuration | float | When bRandomAnimSegment is true, this defines how long the anim should play. | Shakes/LegacyCameraShake.h |
|
| RotOscillation | FROscillator | Rotational oscillation | Shakes/LegacyCameraShake.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bBlendingIn | bool | Shakes/LegacyCameraShake.h | ||
| bBlendingOut | bool | Shakes/LegacyCameraShake.h | ||
| CurrentBlendInTime | float | Shakes/LegacyCameraShake.h | ||
| CurrentBlendOutTime | float | Shakes/LegacyCameraShake.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BlueprintUpdateCameraShake
(
float DeltaTime, |
Called every tick to let the shake modify the point of view | Shakes/LegacyCameraShake.h |
|
bool IsLooping() |
Returns true if this camera shake will loop forever | Shakes/LegacyCameraShake.h | |
bool ReceiveIsFinished() |
Called to allow a shake to decide when it's finished playing. | Shakes/LegacyCameraShake.h |
|
void ReceivePlayShake
(
float Scale |
Called when the shake starts playing | Shakes/LegacyCameraShake.h |
|
void ReceiveStopShake
(
bool bImmediately |
Called when the shake is explicitly stopped. | Shakes/LegacyCameraShake.h |
|
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static ULegacyCameraShake * StartLegacyCameraShake
(
APlayerCameraManager* PlayerCameraManager, |
Backwards compatible method used by core BP redirectors. | Shakes/LegacyCameraShake.h |
|
static ULegacyCameraShake * StartLegacyCameraShakeFromSource
(
APlayerCameraManager* PlayerCameraManager, |
Backwards compatible method used by core BP redirectors. | Shakes/LegacyCameraShake.h |
|