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API > API/Plugins > API/Plugins/VirtualCamera
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- APawn
- AVirtualCameraPawnBase
References
| Module | VirtualCamera |
| Header | /Engine/Plugins/Experimental/VirtualCamera/Source/VirtualCamera/Public/VirtualCameraPawnBase.h |
| Include | #include "VirtualCameraPawnBase.h" |
Syntax
UCLASS&40;Abstract, Blueprintable, BlueprintType,
HideCategories&61;&40;"Pawn", "Camera", "Rendering", "Replication", "Input", "Actor", "HLOD"&41;&41;
class AVirtualCameraPawnBase :
public APawn,
public IVirtualCameraPresetContainer,
public IVirtualCameraOptions
Remarks
A class to handle aspects of virtual Camera related to general settings, and communicating with components.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bAllowFocusVisualization | Should focus plane be shown on all touch focus events | |
| bool | bSaveSettingsWhenClosing | Determines if values should be saved between sessions | |
| TObjectPtr< UVirtualCameraCineCameraComponent > | CineCamera | Cinematic camera used for view | |
| USceneComponent * | DefaultSceneRoot | Root component | |
| EUnit | DesiredDistanceUnits | The desired unit in which to display focus distance | |
| FString | HomeWaypointName | Tracks which waypoint is the "home" waypoint, defaults to first value | |
| uint32 | MinimumIntegralDigits | Number formatter for Screenshots, Waypoints and Presets. | |
| UVirtualCameraMovementComponent * | MovementComponent | Movement Component to handle the motion input for the camera | |
| FString | SavedSettingsSlotName | Stores the name of the save slot being used currently | |
| TMap< FString, FVirtualCameraScreenshot > | Screenshots | Stores the locations of any screenshots that were taken | |
| TMap< FString, FVirtualCameraSettingsPreset > | SettingsPresets | Stores the list of settings presets, and saved presets | |
| TMap< FString, FVirtualCameraWaypoint > | Waypoints | Tracks any waypoints the player has saved for teleporting |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AVirtualCameraPawnBase
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | DeletePreset
(
const FString& PresetName |
Deletes a preset using its name as the key. | |
| int32 | DeletePreset_Implementation
(
const FString& PresetName |
||
| int32 | DeleteScreenshot
(
const FString& ScreenshotName |
Deletes a screenshot, using its name as the key. | |
| int32 | DeleteWaypoint
(
const FString& WaypointName |
Deletes a waypoint, using its name as the key. | |
| EUnit | Set the matte aspect ratio to a new value. | ||
| EUnit | |||
| bool | Gets whether settings should save when closing. | ||
| void | GetScreenshotInfo
(
const FString ScreenshotName, |
Returns the information associated with a Screenshot. | |
| void | GetScreenshotNames
(
TArray< FString >& OutArray |
Collects a list of existing screenshot names into an out array. | |
| TMap< FString, FVirtualCameraSettingsPreset > | Returns a sorted TMap of the current presets. | ||
| TMap< FString, FVirtualCameraSettingsPreset > | |||
| void | GetWaypointInfo
(
const FString WaypointName, |
Returns the information associated with a waypoint. | |
| void | GetWaypointNames
(
TArray< FString >& OutArray |
Collects a list of existing waypoint names into an out array. | |
| void | HighlightTappedActor
(
AActor* HighlightedActor |
Blueprint event to trigger the highlighting of a specific actor. | |
| bool | Check to see if the camera is in autofocus mode. | ||
| bool | Checks whether or not focus visualization can activate | ||
| bool | |||
| FString | LeftPadWithZeros
(
int32 InNumber, |
Convenience function to leftpad numbers with zeros | |
| void | LoadFinished () |
Blueprint event for signaling UI that game settings have been loaded. | |
| bool | LoadPreset
(
const FString& PresetName |
Loads a preset using its name as a string key. | |
| bool | LoadPreset_Implementation
(
const FString& PresetName |
||
| bool | LoadScreenshotView
(
const FString& ScreenshotIndex |
Moves a camera to the location where a screenshot was taken and restores camera settings used for that screenshot. | |
| void | LoadSettings () |
Loads camera settings from a saved file. | |
| void | ProcessMovementInput
(
const FVector& Location, |
Send any movement input data forward to the Movement Component. | |
| bool | RenameScreenshotLocation
(
const FString& TargetWaypoint, |
Change the name of a waypoint to a different name. | |
| bool | RenameWaypoint
(
const FString& TargetWaypoint, |
Change the name of a waypoint to a different name. | |
| void | SaveHomeWaypoint
(
const FString& NewHomeWaypointName |
Stores the new home location. | |
| FString | SavePreset
(
const bool bSaveCameraSettings, |
Saves a preset into the list of presets. | |
| FString | SavePreset_Implementation
(
const bool bSaveCameraSettings, |
||
| void | SaveSettings () |
Stores the current camera settings to a save file for later use. | |
| FString | SaveWaypoint () |
Stores the current pawn location as a waypoint. | |
| void | SetAllowFocusPlaneVisualization
(
bool bShouldAllowFocusVisualization |
Sets whether or not focus visualization can activate | |
| void | SetDesiredDistanceUnits
(
const EUnit DesiredUnits |
Set the matte aspect ratio to a new value. | |
| void | SetDesiredDistanceUnits_Implementation
(
const EUnit DesiredUnits |
||
| void | SetFocusDistance
(
const float NewFocusDistance |
Forwards any focus change commands from outside sources to the camera component. | |
| void | SetPresetFavoriteStatus
(
const FString& PresetName, |
Sets whether or not a preset is favorited | |
| void | SetSaveSettingsWhenClosing
(
const bool bShouldSettingsSave |
Sets whether settings should be saved on exit. | |
| void | SetScreenshotFavoriteStatus
(
const FString& ScreenshotName, |
Sets whether or not a screenshot is favorited | |
| void | SetTrackedActorForFocus
(
AActor* ActorToTrack, |
Forwards tracked actor changes to the camera component to be handled. | |
| void | SetWaypointFavoriteStatus
(
const FString& WaypointName, |
Sets whether or not a waypoint is favorited | |
| FString | Takes a screenshot from the current view and saves the location and camera settings. | ||
| bool | Teleports the pawn to the current marked home waypoint. | ||
| bool | TeleportToWaypoint
(
const FString& WaypointName |
Teleports the pawn to a location associated with the specified waypoint. | |
| void | Blueprint event to trigger focus plane visualization for a set amount of time. | ||
| void | UpdateSettingsFromPreset
(
FVirtualCameraSettingsPreset* PresetToLoad |
Updates the current settings to reflect those in the preset. |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Overridable native event for when play begins for this actor. | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level |
Constants
| Name | Description |
|---|---|
| PresetIndex | The next preset number |
| ScreenshotIndex | The next screenshot number |
| WaypointIndex | The next waypoint number |