Navigation
API > API/Plugins > API/Plugins/GameplayCameras > API/Plugins/GameplayCameras/GameFramework
Inheritance Hierarchy
- UActorComponent
- UGameplayControlRotationComponent
References
| Module | GameplayCameras |
| Header | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/GameFramework/GameplayControlRotationComponent.h |
| Include | #include "GameFramework/GameplayControlRotationComponent.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI, ClassGroup=Camera, HideCategories=(Mobility, Rendering, LOD),
Meta=(BlueprintSpawnableComponent))
class UGameplayControlRotationComponent : public UActorComponent
Remarks
An example component that works with the GameplayCameraComponent to manage a player's control rotation when the camera changes or moves in a way that was not initiated by the player themselves.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TEnumAsByte< EAutoReceiveInput::Type > | AutoActivateForPlayer | If AutoActivate is set, auto-activates control rotation management for the given player. | |
| float | AxisActionAngularSpeedThreshold | The angular speed, in degrees per second, past which a change in the player input will thaw a frozen control rotation. | |
| float | AxisActionMagnitudeThreshold | The player input magnitude under which the frozen control rotation is thawed. | |
| TArray< TObjectPtr< UInputAction > > | AxisActions | The axis input action(s) to read from. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGameplayControlRotationComponent
(
const FObjectInitializer& ObjectInit |
Create a new control rotation component. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ActivateControlRotationManagementForPlayerController
(
APlayerController* PlayerController |
Activates management of a player controller's control rotation. | |
| void | ActivateControlRotationManagementForPlayerIndex
(
int32 PlayerIndex |
Activates management of a player controller's control rotation. | |
| void | BeginPlay () |
||
| void | Deactivates management of a player controller's control rotation. | ||
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
||
| void | TickComponent
(
float DeltaTime, |