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Unreal Engine C++ API Reference > Runtime > Engine > Camera
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UCameraShakeSourceComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Camera/CameraShakeSourceComponent.h |
Include | #include "Camera/CameraShakeSourceComponent.h" |
Syntax
UCLASS (Blueprintable, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UCameraShakeSourceComponent : public USceneComponent
Variables
Type | Name | Description | |
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ECameraShakeAttenuation | Attenuation | The attenuation profile for how camera shakes' intensity falls off with distance |
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bool | bAutoStart | Whether to auto start when created |
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TSubclassOf< UCameraShakeBase > | CameraShake | The camera shake class to use for this camera shake source actor |
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TObjectPtr< UTexture2D > | EditorSpriteTexture | Sprite to display in the editor. |
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float | EditorSpriteTextureScale | Sprite scaling for display in the editor. |
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float | InnerAttenuationRadius | Under this distance from the source, the camera shakes are at full intensity |
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float | OuterAttenuationRadius | Outside of this distance from the source, the camera shakes don't apply at all |
Constructors
Type | Name | Description | |
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UCameraShakeSourceComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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float | GetAttenuationFactor
(
const FVector& Location |
Computes an attenuation factor from this source |
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void | Start () |
|
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void | StartCameraShake
(
const FCameraShakeSourceComponentStartParams& Params |
Starts a new camera shake originating from this source, and apply it on all player controllers |
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void | StartCameraShake
(
TSubclassOf< UCameraShakeBase > InCameraShake, |
Starts a new camera shake originating from this source, and apply it on all player controllers |
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void | StopAllCameraShakes
(
bool bImmediately |
Stops all currently active camera shakes that are originating from this source from all player controllers |
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void | StopAllCameraShakesOfType
(
TSubclassOf< UCameraShakeBase > InCameraShake, |
Stops a camera shake originating from this source |
Overridden from UActorComponent
Type | Name | Description | |
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void | BeginPlay () |
Begins Play for the component. |
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void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
Overridden from UObject
Type | Name | Description | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |