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Parameter structure for deactivating a running camera rig.
| Name | FDeactivateCameraRigParams |
| Type | struct |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Core/RootCameraNode.h |
| Include Path | #include "Core/RootCameraNode.h" |
Syntax
struct FDeactivateCameraRigParams
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDeactiveImmediately | bool | If deactivation can take time (e.g. blending out), then force an immediate deactivation. | Core/RootCameraNode.h | |
| CameraRig | TObjectPtr< const UCameraRigAsset > | The source camera rig asset that was instantiated. | Core/RootCameraNode.h | |
| EvaluationContext | TSharedPtr< const FCameraEvaluationContext > | The evaluation context in which the camera rig runs. | Core/RootCameraNode.h | |
| InstanceID | FCameraRigInstanceID | The instance to deactivate. | Core/RootCameraNode.h | |
| Layer | ECameraRigLayer | The evaluation layer on which the camera rig is running. | Core/RootCameraNode.h | |
| TransitionOverride | TObjectPtr< const UCameraRigTransition > | If deactivation uses a transition (e.g. blending out), then force using the given transition. | Core/RootCameraNode.h |