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Unreal Engine C++ API Reference > Runtime > Engine > Camera
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UCameraShakeBase
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Camera/CameraShakeBase.h |
Include | #include "Camera/CameraShakeBase.h" |
Syntax
UCLASS (Abstract, Blueprintable, EditInlineNew, MinimalAPI)
class UCameraShakeBase : public UObject
Remarks
Base class for a camera shake. A camera shake contains a root shake "pattern" which is the object that contains the actual logic driving how the camera is shaken. Keeping the two separate makes it possible to completely change how a shake works without having to create a completely different asset.
Variables
Type | Name | Description | |
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bool | bSingleInstance | If true to only allow a single instance of this shake class to play at any given time. |
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float | ShakeScale | The overall scale to apply to the shake. Only valid when the shake is active. |
Constructors
Type | Name | Description | |
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UCameraShakeBase
(
const FObjectInitializer& ObjectInitializer |
Create a new instance of a camera shake |
Functions
Type | Name | Description | |
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void | ApplyLimits
(
const FMinimalViewInfo& InPOV, |
Applies any appropriate system-wide limits |
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void | ApplyPlaySpace
(
const FCameraShakePatternUpdateParams& Params, |
Modifies the current shake offset to be oriented in the current shake's play space (only if the result is "relative") |
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void | ApplyPlaySpace
(
ECameraShakePlaySpace PlaySpace, |
Modifies the current shake offset to be oriented in the current shake's play space (only if the result is "relative") |
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void | ApplyResult
(
const FCameraShakeApplyResultParams& ApplyParams, |
Uses the given result parameters to apply the given result to the given input view info |
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void | ApplyScale
(
float Scale, |
Applies the given scale to the current shake offset (only if the result is "relative") |
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void | ApplyScale
(
const FCameraShakePatternUpdateParams& Params, |
Applies all the appropriate auto-scaling to the current shake offset (only if the result is "relative") |
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ShakePatternType * | Creates a new pattern of the given type and sets it as the root one on this shake | |
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APlayerCameraManager * | Gets the current camera manager. Will be null if the shake isn't active. | |
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bool | GetCameraShakeBlendTimes
(
TSubclassOf< UCameraShakeBase > CameraShakeClass, |
Gets the default blend in/out durations for camera shakes of the given class. |
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void | GetCameraShakeBlendTimes
(
float& OutBlendIn, |
Gets the duration of this camera shake's blend in and out. |
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bool | GetCameraShakeDuration
(
TSubclassOf< UCameraShakeBase > CameraShakeClass, |
Gets the default duration for camera shakes of the given class. |
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FCameraShakeDuration | Gets the duration of this camera shake in seconds. | |
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float | ||
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ECameraShakePlaySpace | GetPlaySpace () |
Returns the current play space. The value is irrelevant if the shake isn't active. |
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UCameraShakePattern * | Gets the root pattern of this camera shake | |
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void | GetShakeInfo
(
FCameraShakeInfo& OutInfo |
Gets some infromation about this specific camera shake |
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const FMatrix & | Returns the current play space matrix. | |
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bool | IsActive () |
Returns whether this shake is active. |
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bool | IsFinished () |
Returns whether this camera shake is finished |
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void | ScrubAndApplyCameraShake
(
float AbsoluteTime, |
Scrubs this camera shake to the given time and applies its effect to the given view |
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void | SetRootShakePattern
(
UCameraShakePattern* InPattern |
Sets the root pattern of this camera shake |
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void | SetUserPlaySpaceMatrix
(
const FMatrix& InMatrix |
Sets the current play space matrix. |
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void | StartShake
(
const FCameraShakeBaseStartParams& Params |
Starts this camera shake with the given parameters |
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void | StartShake
(
APlayerCameraManager* Camera, |
Starts this camera shake with the given parameters |
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void | StopShake
(
bool bImmediately |
Stops this camera shake |
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void | Tears down this camera shake before destruction or recycling | |
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void | UpdateAndApplyCameraShake
(
float DeltaTime, |
Updates this camera shake and applies its effect to the given view |