Navigation
API > API/Plugins > API/Plugins/GameplayCameras > API/Plugins/GameplayCameras/Directors
Inheritance Hierarchy
- UObject
- UCameraDirector
- UStateTreeCameraDirector
References
| Module | GameplayCameras |
| Header | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Directors/StateTreeCameraDirector.h |
| Include | #include "Directors/StateTreeCameraDirector.h" |
Syntax
UCLASS (MinimalAPI, EditInlineNew)
class UStateTreeCameraDirector : public UCameraDirector
Remarks
A camera director that runs a StateTree to specify which camera rigs should be active any given frame.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< UCameraRigProxyTable > | CameraRigProxyTable | The table that maps camera rig proxies (used in the evaluator State Tree's tasks) to actual camera rigs. | |
| meta | The StateTree to execute. Must have been created with the CameraDirectorStateTreeSchema. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UStateTreeCameraDirector
(
const FObjectInitializer& ObjectInit |
Overridden from UCameraDirector
| Type | Name | Description | |
|---|---|---|---|
| void | OnBuildCameraDirector
(
UE::Cameras::FCameraBuildLog& BuildLog |
Builds and validates this camera director. | |
| FCameraDirectorEvaluatorPtr | OnBuildEvaluator
(
FCameraDirectorEvaluatorBuilder& Builder |
Build the evaluator for this director. | |
| void | OnFactoryCreateAsset
(
const FCameraDirectorFactoryCreateParams& InParams |
Called by the asset factories to setup new data before the editor opens. |