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Parameter structure for inserting a camera rig into a persistent blend stack.
| Name | FBlendStackCameraInsertParams |
| Type | struct |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Core/PersistentBlendStackCameraNode.h |
| Include Path | #include "Core/PersistentBlendStackCameraNode.h" |
Syntax
struct FBlendStackCameraInsertParams
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceInsert | bool | Whether to force insert a new instance of the camera rig, even if there is already one in the stack with the same StackOrder. | Core/PersistentBlendStackCameraNode.h | |
| CameraRig | TObjectPtr< const UCameraRigAsset > | The source camera rig asset to instantiate and push on the blend stack. | Core/PersistentBlendStackCameraNode.h | |
| EvaluationContext | TSharedPtr< const FCameraEvaluationContext > | The evaluation context within which a camera rig's node tree should run. | Core/PersistentBlendStackCameraNode.h | |
| StackOrder | int32 | An ordering value for where to insert the camera rig in the stack. | Core/PersistentBlendStackCameraNode.h | |
| TransitionOverride | TObjectPtr< const UCameraRigTransition > | A transition to use, instead of looking one up. | Core/PersistentBlendStackCameraNode.h |