Navigation
API > API/Plugins > API/Plugins/GameplayCameras > API/Plugins/GameplayCameras/Directors
Inheritance Hierarchy
- UObject
- UBlueprintCameraDirectorEvaluator
References
| Module | GameplayCameras |
| Header | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Directors/BlueprintCameraDirector.h |
| Include | #include "Directors/BlueprintCameraDirector.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, Abstract)
class UBlueprintCameraDirectorEvaluator : public UObject
Remarks
Base class for a Blueprint camera director evaluator.
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ActivateCameraDirector
(
const FBlueprintCameraDirectorActivateParams& Params |
Override this method in Blueprint to execute custom logic when this camera director gets activated. | |
| void | ActivateCameraRig
(
UPARAM(meta=(UseBlueprintCameraDirectorRigPicker=true)) UCameraRigAsset* CameraRig |
Specifies a camera rig to be active this frame. | |
| void | ActivateCameraRigPrefab
(
UCameraRigAsset* CameraRig |
Specifies an external camera rig prefab asset to be active this frame. | |
| void | ActivateCameraRigViaProxy
(
UCameraRigProxyAsset* CameraRigProxy |
Specifies a camera rig to be active this frame, via a proxy which is later resolved via the proxy table of the Blueprint camera director. | |
| void | ActivatePersistentBaseCameraRig
(
UCameraRigAsset* CameraRigPrefab |
Activates the given camera rig prefab in the base layer. | |
| void | ActivatePersistentGlobalCameraRig
(
UCameraRigAsset* CameraRigPrefab |
Activates the given camera rig prefab in the global layer. | |
| void | ActivatePersistentVisualCameraRig
(
UCameraRigAsset* CameraRigPrefab |
Activates the given camera rig prefab in the visual layer. | |
| void | DeactivateCameraDirector
(
const FBlueprintCameraDirectorDeactivateParams& Params |
Override this method in Blueprint to execute custom logic when this camera director gets deactivated. | |
| void | DeactivatePersistentBaseCameraRig
(
UCameraRigAsset* CameraRigPrefab |
Deactivates the given camera rig prefab in the base layer. | |
| void | DeactivatePersistentGlobalCameraRig
(
UCameraRigAsset* CameraRigPrefab |
Deactivates the given camera rig prefab in the global layer. | |
| void | DeactivatePersistentVisualCameraRig
(
UCameraRigAsset* CameraRigPrefab |
Deactivates the given camera rig prefab in the visual layer. | |
| AActor * | FindEvaluationContextOwnerActor
(
TSubclassOf< AActor > ActorClass |
A utility function that tries to find if an actor owns the evaluation context. | |
| UCameraRigAsset * | GetCameraRig
(
UPARAM(meta=(UseBlueprintCameraDirectorRigPicker=true)) UCameraRigAsset* CameraRig |
Gets a camera rig from the referencing camera asset. | |
| const FBlueprintCameraDirectorEvaluationResult & | Get the last result for this camera director. | ||
| FBlueprintCameraPose | Gets the initial evaluation context camera pose. | ||
| FBlueprintCameraVariableTable | Gets the initial evaluation context camera variable table. | ||
| void | NativeActivateCameraDirector
(
const UE::Cameras::FCameraDirectorActivateParams& Params |
Native wrapper for ActivateCameraDirector. | |
| void | NativeDeactivateCameraDirector
(
const UE::Cameras::FCameraDirectorDeactivateParams& Params |
Native wrapper for DeactivateCameraDirector. | |
| void | NativeRunCameraDirector
(
const UE::Cameras::FCameraDirectorEvaluationParams& Params |
Native wrapper for RunCameraDirector. | |
| void | RunCameraDirector
(
const FBlueprintCameraDirectorEvaluationParams& Params |
Override this method in Blueprint to execute the custom logic that determines what camera rig(s) should be active every frame. | |
| void | SetInitialContextCameraPose
(
const FBlueprintCameraPose& InCameraPose |
Sets the initial evaluation context camera pose. |
Typedefs
| Name | Description |
|---|---|
| FBlueprintCameraDirectorEvaluationResult | |
| FCameraEvaluationContext |