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Parameter structure for activating a new camera rig.
| Name | FActivateCameraRigParams |
| Type | struct |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Core/RootCameraNode.h |
| Include Path | #include "Core/RootCameraNode.h" |
Syntax
struct FActivateCameraRigParams
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceActivate | bool | Whether a new instance of the camera rig should be created, even if it is already active in the given layer. | Core/RootCameraNode.h | |
| CameraRig | TObjectPtr< const UCameraRigAsset > | The source camera rig asset that will be instantiated. | Core/RootCameraNode.h | |
| EvaluationContext | TSharedPtr< const FCameraEvaluationContext > | The evaluation context in which the camera rig runs. | Core/RootCameraNode.h | |
| Layer | ECameraRigLayer | The evaluation layer on which to instantiate the camera rig. | Core/RootCameraNode.h | |
| OrderKey | int32 | If the given layer supports ordering, this specifies a priority key. | Core/RootCameraNode.h | |
| TransitionOverride | TObjectPtr< const UCameraRigTransition > | A transition to use, instead of looking one up. | Core/RootCameraNode.h |