Navigation
API > API/Plugins > API/Plugins/GameplayCameras > API/Plugins/GameplayCameras/Core
References
| Module | GameplayCameras |
| Header | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Core/CameraNodeHierarchy.h |
| Include | #include "Core/CameraNodeHierarchy.h" |
Syntax
class FCameraNodeHierarchy
Remarks
A utility class that stores a flattened hierarchy of camera nodes. Unconnected camera nodes aren't included, of course.
Constructors
| Type | Name | Description | |
|---|---|---|---|
| Build an empty hierarchy. | |||
FCameraNodeHierarchy
(
UCameraRigAsset* InCameraRig |
Build a hierarchy starting from the given camera rig's root node. | ||
FCameraNodeHierarchy
(
UCameraNode* InRootCameraNode |
Build a hierarchy starting from the given root node. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Build
(
UCameraRigAsset* InCameraRig |
Build a hierarchy starting from the given camera rig's root node. | |
| void | Build
(
UCameraNode* InRootCameraNode |
Build a hierarchy starting from the given root node. | |
| bool | FindMissingConnectableObjects
(
TArrayView< UObject*const > ConnectableObjects, |
||
| bool | FindMissingConnectableObjects
(
const TSet< UObject* > ConnectableObjectsSet, |
||
| void | ForEach
(
PredicateClass&& Predicate |
Executes the given predicate on each camera node in depth-first order. | |
| TArrayView< UCameraNode *const > | Get the list of camera nodes in depth-first order. | ||
| int32 | Num () |
Returns the number of camera nodes in this hierarchy. | |
| void | Reset () |
Resets this object to an empty hierarchy. |