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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.
| Name | UGameplayControlRotationComponent |
| Type | class |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/GameFramework/GameplayControlRotationComponent.h |
| Include Path | #include "GameFramework/GameplayControlRotationComponent.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI, ClassGroup=Camera, HideCategories=(Mobility, Rendering, LOD),
Meta=(BlueprintSpawnableComponent))
class UGameplayControlRotationComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UGameplayControlRotationComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayControlRotationComponent
(
const FObjectInitializer& ObjectInit |
Create a new control rotation component. | GameFramework/GameplayControlRotationComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AutoActivateForPlayer | TEnumAsByte< EAutoReceiveInput::Type > | If AutoActivate is set, auto-activates control rotation management for the given player. | GameFramework/GameplayControlRotationComponent.h |
|
| AxisActionAngularSpeedThreshold | float | The angular speed, in degrees per second, past which a change in the player input will thaw a frozen control rotation. | GameFramework/GameplayControlRotationComponent.h |
|
| AxisActionMagnitudeThreshold | float | The player input magnitude under which the frozen control rotation is thawed. | GameFramework/GameplayControlRotationComponent.h |
|
| AxisActions | TArray< TObjectPtr< UInputAction > > | The axis input action(s) to read from. | GameFramework/GameplayControlRotationComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CameraSystemHost | TScriptInterface< IGameplayCameraSystemHost > | GameFramework/GameplayControlRotationComponent.h | ||
| ControlRotationService | TSharedPtr< UE::Cameras::FPlayerControlRotationEvaluationService > | GameFramework/GameplayControlRotationComponent.h | ||
| PlayerController | TObjectPtr< APlayerController > | GameFramework/GameplayControlRotationComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ActivateControlRotationManagementForPlayerController
(
APlayerController* PlayerController |
Activates management of a player controller's control rotation. | GameFramework/GameplayControlRotationComponent.h |
|
void ActivateControlRotationManagementForPlayerIndex
(
int32 PlayerIndex |
Activates management of a player controller's control rotation. | GameFramework/GameplayControlRotationComponent.h |
|
void DeactivateControlRotationManagement() |
Deactivates management of a player controller's control rotation. | GameFramework/GameplayControlRotationComponent.h |
|
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
GameFramework/GameplayControlRotationComponent.h | ||
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
GameFramework/GameplayControlRotationComponent.h | ||
virtual void TickComponent
(
float DeltaTime, |
GameFramework/GameplayControlRotationComponent.h |