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API > API/Plugins > API/Plugins/GameplayCameras
A component that hosts a camera system.
| Name | UGameplayCameraSystemComponent |
| Type | class |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/GameFramework/GameplayCameraSystemComponent.h |
| Include Path | #include "GameFramework/GameplayCameraSystemComponent.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI, ClassGroup=Camera, HideCategories=(Mobility, Rendering, LOD))
class UGameplayCameraSystemComponent :
public USceneComponent ,
public IGameplayCameraSystemHost
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UGameplayCameraSystemComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayCameraSystemComponent
(
const FObjectInitializer& ObjectInit |
GameFramework/GameplayCameraSystemComponent.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FCameraSystemEvaluator | UE::Cameras::FCameraSystemEvaluator | GameFramework/GameplayCameraSystemComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AutoActivateForPlayer | TEnumAsByte< EAutoReceiveInput::Type > | If AutoActivate is set, auto-activates the camera system for the given player. | GameFramework/GameplayCameraSystemComponent.h |
|
| bSetPlayerControllerRotation | bool | If enabled, sets the evaluated camera orientation as the player controller rotation every frame. | GameFramework/GameplayCameraSystemComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EditorSpriteTextureScale | float | Sprite scaling for the editor. | GameFramework/GameplayCameraSystemComponent.h |
|
| WeakPlayerController | TWeakObjectPtr< APlayerController > | GameFramework/GameplayCameraSystemComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ActivateCameraSystemForPlayerController
(
APlayerController* PlayerController |
Sets this component's actor as the view target for the given player. | GameFramework/GameplayCameraSystemComponent.h |
|
void ActivateCameraSystemForPlayerIndex
(
int32 PlayerIndex |
Sets this component's actor as the view target for the given player. | GameFramework/GameplayCameraSystemComponent.h |
|
void DeactivateCameraSystem
(
AActor* NextViewTarget |
Removes this component's actor from being the view target. | GameFramework/GameplayCameraSystemComponent.h |
|
void GetCameraView
(
float DeltaTime, |
Updates the camera system and returns the computed view. | GameFramework/GameplayCameraSystemComponent.h | |
bool IsCameraSystemActiveForPlayController
(
APlayerController* PlayerController |
Returns whether this component's actor is set as the view target for the given player. | GameFramework/GameplayCameraSystemComponent.h |
|
FCameraRigInstanceID StartGlobalCameraModifierRig
(
const UCameraRigAsset* CameraRig, |
GameFramework/GameplayCameraSystemComponent.h |
|
|
FCameraRigInstanceID StartVisualCameraModifierRig
(
const UCameraRigAsset* CameraRig, |
GameFramework/GameplayCameraSystemComponent.h |
|
|
void StopCameraModifierRig
(
FCameraRigInstanceID InstanceID, |
GameFramework/GameplayCameraSystemComponent.h |
|
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
GameFramework/GameplayCameraSystemComponent.h | ||
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
GameFramework/GameplayCameraSystemComponent.h | ||
virtual void OnRegister() |
GameFramework/GameplayCameraSystemComponent.h |
Overridden from IGameplayCameraSystemHost
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UObject * GetAsObject() |
Should be implemented by the underlying class to return itself as a UObject. | GameFramework/GameplayCameraSystemComponent.h |