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API > API/Plugins > API/Plugins/LensComponent > API/Plugins/LensComponent/ULensComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyNodalOffset () |
Evaluate the LensFile for nodal offset (using the current evaluation mode) and apply it to the latest component to offset | LensComponent.h | |
void ApplyNodalOffset
(
USceneComponent* ComponentToOffset, |
Manually apply nodal offset to the specified component. | LensComponent.h |
|
ApplyNodalOffset()
Description
Evaluate the LensFile for nodal offset (using the current evaluation mode) and apply it to the latest component to offset
| Name | ApplyNodalOffset |
| Type | function |
| Header File | /Engine/Plugins/VirtualProduction/LensComponent/Source/LensComponent/Public/LensComponent.h |
| Include Path | #include "LensComponent.h" |
| Source | /Engine/Plugins/VirtualProduction/LensComponent/Source/LensComponent/Private/LensComponent.cpp |
void ApplyNodalOffset()
ApplyNodalOffset(USceneComponent *, bool, float, float)
Description
Manually apply nodal offset to the specified component. If bUseManualInputs is true, the input Focus and Zoom values will be used to evaluate the LensFile . If bUseManualInputs is false, the LensFile be will evaluated based on the Lens Component's evaluation mode.
| Name | ApplyNodalOffset |
| Type | function |
| Header File | /Engine/Plugins/VirtualProduction/LensComponent/Source/LensComponent/Public/LensComponent.h |
| Include Path | #include "LensComponent.h" |
| Source | /Engine/Plugins/VirtualProduction/LensComponent/Source/LensComponent/Private/LensComponent.cpp |
UFUNCTION (BlueprintCallable, Category="Lens Component", Meta=(AdvancedDisplay=1))
void ApplyNodalOffset
(
USceneComponent * ComponentToOffset,
bool bUseManualInputs,
float ManualFocusInput,
float ManualZoomInput
)