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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Camera
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UCameraShakePattern
- UCompositeCameraShakePattern
- ULegacyCameraShakePattern
- USequenceCameraShakePattern
- USimpleCameraShakePattern
- UPerlinNoiseCameraShakePattern
- UWaveOscillatorCameraShakePattern
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Camera/CameraShakeBase.h |
| Include | #include "Camera/CameraShakeBase.h" |
Syntax
class UCameraShakePattern : public UObject
Remarks
A shake "pattern" defines how a camera should be effectively shaken. Examples of shake patterns are sinewave oscillation, perlin noise, or FBX animation.
Constructors
| Type | Name | Description | |
|---|---|---|---|
UCameraShakePattern
(
const FObjectInitializer& ObjectInitializer |
Constructor for a shake pattern |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UCameraShakeBase * | Gets the shake pattern's parent shake | ||
| InstanceType * | Gets the shake pattern's parent shake | ||
| void | GetShakePatternInfo
(
FCameraShakeInfo& OutInfo |
Gets information about this shake pattern | |
| bool | IsFinished () |
Returns whether this shake pattern is finished | |
| void | ScrubShakePattern
(
const FCameraShakeScrubParams& Params, |
Scrubs the shake pattern to the given time, and apply the generated offset to the given result | |
| void | StartShakePattern
(
const FCameraShakeStartParams& Params |
Called when the shake pattern starts | |
| void | StopShakePattern
(
const FCameraShakeStopParams& Params |
Called when the shake pattern is manually stopped | |
| void | Call when the shake pattern is discard, either after naturally finishing or being stopped manually | ||
| void | UpdateShakePattern
(
const FCameraShakeUpdateParams& Params, |
Updates the shake pattern, which should add its generated offset to the given result |