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API > API/Plugins > API/Plugins/VirtualCamera
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AController
- APlayerController
- AVirtualCameraPlayerControllerBase
References
Module | VirtualCamera |
Header | /Engine/Plugins/Experimental/VirtualCamera/Source/VirtualCamera/Public/VirtualCameraPlayerControllerBase.h |
Include | #include "VirtualCameraPlayerControllerBase.h" |
Syntax
UCLASS&40;Abstract&41;
class AVirtualCameraPlayerControllerBase : public APlayerController
Variables
Type | Name | Description | |
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FVector2D | AutoFocusScreenPosition | The 2D vector corresponding to which point on the screen will be used for autofocus |
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bool | bCachedIsVirtualCameraControlledByRemoteSession | Cached value for IsVirtualCameraControlledByRemoteSession() |
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bool | bCachedShouldUpdateTargetCameraTransform | Cached value for IsVirtualCameraControlledByRemoteSession() |
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EVirtualCameraFocusMethod | CurrentFocusMethod | The current focus method in use |
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ETrackerInputSource | InputSource | Allows user to select which tracker input should be used |
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TObjectPtr< ULevelSequencePlaybackController > | LevelSequencePlaybackController | Controller for level sequence playback |
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ILiveLinkClient * | LiveLinkClient | Client interface to the LiveLink plugin for gathering data on an actor |
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FName | LiveLinkTargetName | Controller for level sequence playback |
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FVirtualCameraResetOffsetsDelegate | OnOffsetReset | |
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FScriptDelegate | OnStop | |
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ETouchInputState | PreviousTouchInput | The previous touch input state. |
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TArray< FName > | RequiredSequencerRecorderCameraSettings | Array of any properties that should be recorded |
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TObjectPtr< AVPRootActor > | RootActor | |
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TObjectPtr< ACineCameraActor > | TargetCameraActor | Target camera that is spawned or possessed on begin play for the sequence controller |
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TSubclassOf< ACineCameraActor > | TargetCameraActorClass | Class of CameraActor to spawn to allow user to use their own customized camera |
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ETouchInputState | TouchInputState | The touch input state to determine the context of how touch input should be handled. |
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FTrackingOffset | TrackerPostOffset | Offset applied to calculated location after tracker transform is added |
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FTrackingOffset | TrackerPreOffset | Offset applied to calculated location before tracker transform is added |
Constructors
Type | Name | Description | |
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AVirtualCameraPlayerControllerBase
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | Helper to bring the game viewport to front. | |
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void | AddBlendableToCamera
(
TScriptInterface< IBlendableInterface > BlendableToAdd, |
Adds a blendable object to the camera's post process settings. |
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void | Broadcast offset resets when movement component broadcasts | |
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float | ChangeAperturePreset
(
const bool bShiftUp |
Adjusts the aperture of the camera to an adjacent preset value. |
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float | ChangeFocalLengthPreset
(
const bool bShiftUp |
Adjust the focal length of the camera to an adjecent preset value. |
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void | Clears the current level sequence player, needed when recording clean takes of something | |
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int32 | DeletePreset
(
FString PresetName |
Deletes a preset using its name as the key. |
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int32 | DeleteScreenshot
(
FString ScreenshotName |
Deletes a screenshot, using its name as the key. |
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int32 | DeleteWaypoint
(
FString WaypointName |
Deletes a waypoint, using its name as the key. |
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void | FocusMethodChanged
(
EVirtualCameraFocusMethod NewFocusMethod |
Blueprint event for when the focus method is changed. |
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ULevelSequence * | Returns the currently selected sequence | |
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FString | Returns the asset name of the currently selected sequence | |
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float | GetAxisMovementScale
(
EVirtualCameraAxis AxisToRetrieve |
Gets movement scale for a specific axis. |
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float | GetAxisStabilizationScale
(
EVirtualCameraAxis AxisToRetrieve |
Gets stabalization scale for a specific axis. |
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float | Get the current aperture value on the camera. | |
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FString | Get the name of the current preset filmback option on the camera. | |
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float | Get the current focal length value on the camera. | |
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float | Returns the current focus distance of the camera. | |
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EVirtualCameraFocusMethod | Returns the current focus method. | |
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FFrameRate | Get the frame rate of the currently selected sequence | |
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FFrameNumber | Get the end position of the currently selected sequence | |
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FFrameNumber | Get the start position of the currently selected sequence | |
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bool | GetCurrentTrackerLocationAndRotation
(
FVector& OutTrackerLocation, |
Get the current tracker location and rotation based on selected input method. |
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void | GetCustomTrackerLocationAndRotation
(
FVector& OutTrackerLocation, |
Overridable function to allow user to get tracker data from blueprints. |
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EUnit | Returns previously set unit of distance. | |
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FString | GetDistanceInDesiredUnits
(
const float InputDistance, |
Converts a distance in unreal units (cm) to other units of measurement for display. |
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bool | GetFilmbackPresetOptions
(
TArray< FString >& OutFilmbackPresetsArray |
Stores the names of all available filmback presets into an array. |
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FColor | Get the current color of the focus plane that should be used | |
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FFrameNumber | Gets the length of the currently selected level sequence | |
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void | GetLevelSequences
(
TArray< FLevelSequenceData >& OutLevelSequenceNames |
Returns the names of each level sequence asset in the project |
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float | Returns the current matte aspect ratio. | |
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float | Set the matte aspect ratio to a new value. | |
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void | GetMatteValues
(
TArray< float >& OutMatteValues |
Returns the values of all matte options. |
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FFrameTime | Gets the playback position of the level sequence | |
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FTimecode | Gets the playback Timecode of the level sequence | |
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void | GetScreenshotInfo
(
FString ScreenshotName, |
Returns the information associated with a Screenshot. |
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void | GetScreenshotNames
(
TArray< FString >& OutArray |
Collects a list of existing screenshot names. |
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TMap< FString, FVirtualCameraSettingsPreset > | Returns a sorted TMap of the current presets. | |
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ACineCameraActor * | Returns the target camera that was spawned for this play | |
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ETouchInputState | Sets the current state of touch input. | |
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UVirtualCameraCineCameraComponent * | Convenience function to get camera component for UI functions. | |
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UVirtualCameraMovementComponent * | Convenience function to get movement component for UI functions | |
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AVirtualCameraPawnBase * | Gets the current Virtual Camera Pawn | |
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void | GetWaypointInfo
(
FString WaypointName, |
Returns the information associated with a waypoint. |
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void | GetWaypointNames
(
TArray< FString >& OutArray |
Collects a list of existing waypoint names. |
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void | HandleRecordEnabledStateChange
(
const bool bIsRecordEnabled |
Function to handle delegate when form playback controller. |
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void | Sets the autofocus point to the correct starting location at the center of the screen | |
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bool | IsAxisLocked
(
EVirtualCameraAxis AxisToCheck |
Checks if an axis is locked. |
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bool | Checks whether or not focus visualization is activate | |
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bool | Checks whether or not focus visualization can activate | |
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bool | IsLocationWithinMatte
(
const FVector Location |
Checks of the touch input |
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bool | IsPlaying () |
Check to see if the sequence is playing |
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bool | Gets the locked to camera cut from the active LevelSequence | |
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bool | Helper to check if touch input state is in a touch focus mode. | |
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bool | Get whether or not global boom is being used when navigating with the joysticks | |
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bool | Is this machine should display the Virtual Camera UI and establish a connection with the remote session app. | |
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void | Goes to the end of the level sequence and pauses | |
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void | Goes to the start of the level sequence and pauses | |
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void | JumpToPlaybackPosition
(
const FFrameNumber& InFrameNumber |
Sets the playback position of the level sequence. |
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bool | LoadPreset
(
FString PresetName |
Loads a preset using its name as a string key. |
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bool | LoadScreenshotView
(
const FString& ScreenshotName |
Moves a camera to the location where a screenshot was taken and restores camera settings used for that screenshot. |
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void | OnMoveForward
(
const float InValue |
Handle moving forward/backward input from a controller or touch interface. |
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void | OnMoveRight
(
const float InValue |
Handle moving left/right input from a controller or touch interface. |
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void | OnMoveUp
(
const float InValue |
Handle moving up/down input from a controller or touch interface. |
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void | OnRecordEnabledStateChanged
(
bool bIsRecordEnabled |
Blueprint Event for updating if a sequence can be recorded or not. |
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void | OnStopped () |
Blueprint Event for when a sequence stops playing. |
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void | OnTouchInput
(
const ETouchIndex::Type TouchIndex, |
Determine how to handle touch input based on current context. |
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void | Pauses the playing of the current level sequence. | |
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void | PilotTargetedCamera
(
AVirtualCameraPawnBase* PawnToFollow, |
Pilot the controlled camera during recording, copying over settings from the pawn. |
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void | Plays current level sequence | |
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void | Plays current level sequence in reverse | |
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void | Moves the camera back to actor root and aligns rotation with the input tracker. | |
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void | Plays current level sequence from the current time. | |
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void | SaveHomeWaypoint
(
const FString& NewHomeWaypointName |
Stores the new home waypoint location. |
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FString | SavePreset
(
bool bSaveCameraSettings, |
Saves a preset into the list of presets. |
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FString | SaveWaypoint () |
Stores the current pawn location as a waypoint. |
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bool | SetActiveLevelSequence
(
ULevelSequence* InNewLevelSequence |
Changes the active level sequence to a new level sequence. |
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void | SetAllowFocusPlaneVisualization
(
bool bShouldAllowFocusVisualization |
Sets whether or not to use focus visualization |
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float | SetAxisStabilizationScale
(
EVirtualCameraAxis AxisToAdjust, |
Sets the stabilization rate for a given lock. |
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void | SetCurrentAperture
(
float NewAperture |
Set the current aperture value on the camera. |
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void | SetCurrentFocalLength
(
const float NewFocalLength |
Sets the current focal length of the cinematic camera to a given value. |
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void | SetCurrentFocusDistance
(
const float NewFocusDistance |
Sets the current focus distance of the cinematic camera to a given value. |
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void | SetDesiredDistanceUnits
(
const EUnit DesiredUnits |
Sets unit of distance. |
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bool | SetFilmbackPresetOption
(
const FString& NewFilmbackPreset |
Set the filmback settings to a new filmback preset. |
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void | SetFocusDistanceThroughPoint
(
const FVector2D ScreenPosition |
Sets the focus distance through a point on the screen. |
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void | SetFocusDistanceToActor
(
const ETouchIndex::Type TouchIndex, |
Sets the focus distance to an object selected by the player based on touch input. |
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void | SetFocusMethod
(
const EVirtualCameraFocusMethod NewFocusMethod |
Sets the camera focus method. |
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void | SetFocusPlaneColor
(
const FColor NewFocusPlaneColor |
Changes focus plane color. |
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void | SetFocusVisualization
(
bool bShowFocusVisualization |
Toggles focus visualization tools on camera. |
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void | SetInputSource
(
ETrackerInputSource InInputSource |
Set the input source |
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bool | SetMatteAspectRatio
(
const float NewMatteAspectRatio |
Set the matte aspect ratio to a new value. |
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void | SetMatteOpacity
(
const float NewMatteOpacity |
Set the matte aspect ratio to a new value. |
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void | SetMovementScale
(
const EVirtualCameraAxis AxisToAdjust, |
Sets the movement scale of the camera actor. |
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void | SetPresetFavoriteStatus
(
const FString& PresetName, |
Sets whether or not a preset is favorited |
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void | SetSaveSettingsWhenClosing
(
bool bShouldSettingsSave |
Sets whether settings should be saved on exit. |
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void | SetScreenshotFavoriteStatus
(
const FString& ScreenshotName, |
Sets whether or not a screenshot is favorited |
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void | SetSequencerLockedToCameraCut
(
bool bLockView |
Sets the locked to camera cut from the active LevelSequence |
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void | SetTouchInputState
(
ETouchInputState NewInputState |
Sets the current state of touch input. |
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void | SetUseGlobalBoom
(
bool bShouldUseGlobalBoom |
Sets whether or not global boom should be used when navigating with the joysticks |
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void | SetWaypointFavoriteStatus
(
const FString& WaypointName, |
Sets whether or not a waypoint is favorited |
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void | SetZeroDutchOnLock
(
const bool bInValue |
Set the value for the option to zero out dutch when locking that axis. |
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bool | Check whether settings should save when closing | |
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bool | In multi user session, how should we update the information across different sessions. | |
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void | Will trigger the event to show focus visualization, unless disabled by user. | |
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void | Stops the currently playing level sequence. | |
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FString | Takes a screenshot from the current view and saves the location and camera settings. | |
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void | Teleports to the current marked home waypoint. | |
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bool | TeleportToWaypoint
(
const FString& WaypointIndex |
Teleports the pawn to a specific location. |
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bool | ToggleAxisFreeze
(
const EVirtualCameraAxis AxisToToggle |
Toggles the freeze on a given axis; returns new frozen state. |
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bool | ToggleAxisLock
(
const EVirtualCameraAxis AxisToToggle |
Toggles the lock on a given axis; returns new locked state. |
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void | UpdateFocusReticle
(
FVector NewReticleLocation |
Blueprint Event for updating position of autofocus reticle. |
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void | Get the current tracker data and update the movement component. | |
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void | UpdateScreenFocus
(
const ETouchIndex::Type TouchIndex, |
Moves the point through which the camera auto focuses. |
Overridden from APlayerController
Type | Name | Description | |
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bool | InputTouch
(
uint32 Handle, |
Override of InputTouch, used to handle touch and hold events. |
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void | Allows the PlayerController to set up custom input bindings. |
Overridden from AController
Type | Name | Description | |
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void | Overridable native function for when this controller is asked to possess a pawn. |