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API > API/Plugins > API/Plugins/GameplayCameras
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UCameraShakeBase
- ULegacyCameraShake
References
| Module | GameplayCameras |
| Header | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/LegacyCameraShake.h |
| Include | #include "LegacyCameraShake.h" |
Syntax
UCLASS&40;Blueprintable, HideCategories&61;&40;CameraShakePattern&41;&41;
class ULegacyCameraShake : public UCameraShakeBase
Remarks
Legacy camera shake which can do either oscillation or run camera anims.
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | AnimBlendInTime | Linear blend-in time. | |
| float | AnimBlendOutTime | Linear blend-out time. | |
| float | AnimPlayRate | Scalar defining how fast to play the anim. | |
| float | AnimScale | Scalar defining how "intense" to play the anim. | |
| TObjectPtr< class UCameraAnimationSequence > | AnimSequence | Source camera animation sequence to play. Can be null. | |
| uint32: 1 | bRandomAnimSegment | If true, play a random snippet of the animation of length Duration. | |
| FFOscillator | FOVOscillation | FOV oscillation | |
| float | FOVSinOffset | Current FOV sinusoidal offset. | |
| float | InitialFOVSinOffset | Initial offset (could have been assigned at random). | |
| FVector | InitialLocSinOffset | Initial offset (could have been assigned at random). | |
| FVector | InitialRotSinOffset | Initial offset (could have been assigned at random). | |
| FVOscillator | LocOscillation | Positional oscillation | |
| FVector | LocSinOffset | Current location sinusoidal offset. | |
| float | OscillationBlendInTime | Duration of the blend-in, where the oscillation scales from 0 to 1. | |
| float | OscillationBlendOutTime | Duration of the blend-out, where the oscillation scales from 1 to 0. | |
| float | OscillationDuration | Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation. | |
| float | OscillatorTimeRemaining | Time remaining for oscillation shakes. Less than 0.f means shake infinitely. | |
| float | RandomAnimSegmentDuration | When bRandomAnimSegment is true, this defines how long the anim should play. | |
| FROscillator | RotOscillation | Rotational oscillation | |
| FVector | RotSinOffset | Current rotational sinusoidal offset. | |
| TObjectPtr< class USequenceCameraShakePattern > | SequenceShakePattern | Sequence shake pattern for when using a sequence instead of a camera anim |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ULegacyCameraShake
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BlueprintUpdateCameraShake
(
float DeltaTime, |
Called every tick to let the shake modify the point of view | |
| bool | IsLooping () |
Returns true if this camera shake will loop forever | |
| bool | Called to allow a shake to decide when it's finished playing. | ||
| void | ReceivePlayShake
(
float Scale |
Called when the shake starts playing | |
| void | ReceiveStopShake
(
bool bImmediately |
Called when the shake is explicitly stopped. | |
| ULegacyCameraShake * | StartLegacyCameraShake
(
APlayerCameraManager* PlayerCameraManager, |
Backwards compatible method used by core BP redirectors. | |
| ULegacyCameraShake * | StartLegacyCameraShakeFromSource
(
APlayerCameraManager* PlayerCameraManager, |
Backwards compatible method used by core BP redirectors. |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | SetCurrentTimeAndApplyShake
(
float NewTime, |
SetCurrentTimeAndApplyShake is deprecated, please use ScrubAndApplyCameraShake |