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API > API/Plugins > API/Plugins/GameplayCameras > API/Plugins/GameplayCameras/Directors
Inheritance Hierarchy
- FCameraDirectorEvaluator
- FPriorityQueueCameraDirectorEvaluator
References
| Module | GameplayCameras |
| Header | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Directors/PriorityQueueCameraDirector.h |
| Include | #include "Directors/PriorityQueueCameraDirector.h" |
Syntax
class FPriorityQueueCameraDirectorEvaluator : public UE::Cameras::FCameraDirectorEvaluator
Remarks
Evaluator for the priority queue camera director.
Use the overriden AddChildEvaluationContext methods here to add sub-directors with a specific priority. Using the base class version will add a sub-director with a priority of 0.
Highest priority values mean more priority, which means higher chances of being picked from the queue.
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddChildEvaluationContext
(
TSharedRef< FCameraEvaluationContext > InContext, |
Adds a sub-director with the given fixed priority. | |
| void | AddChildEvaluationContext
(
TSharedRef< FCameraEvaluationContext > InContext, |
Adds a sub-director with the given dynamic priority. | |
| const ::UE::Cameras::TCameraObjectTypeID< FPriorityQueueCameraDirectorEvaluator > & | StaticTypeID () |
Overridden from FCameraDirectorEvaluator
| Type | Name | Description | |
|---|---|---|---|
| const FCameraObjectTypeID & | GetTypeID () |
||
| bool | IsKindOf
(
const FCameraObjectTypeID& InTypeID |
||
| void | OnAddChildEvaluationContext
(
const FChildContextManulationParams& Params, |
||
| void | OnRemoveChildEvaluationContext
(
const FChildContextManulationParams& Params, |
||
| void | OnRun
(
const FCameraDirectorEvaluationParams& Params, |
Runs the camera director to determine what camera rig(s) should be active this frame. |
Typedefs
| Name | Description |
|---|---|
| FEntryArray | |
| FPriorityGiver | |
| Super |
Constants
| Name | Description |
|---|---|
| PrivateTypeID |