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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AController
- APlayerController
- ADebugCameraController
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Engine/DebugCameraController.h |
| Include | #include "Engine/DebugCameraController.h" |
Syntax
class ADebugCameraController : public APlayerController
Remarks
Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules.
To turn it on, please press Alt+C or both (left and right) analogs on XBox pad, or use the "ToggleDebugCamera" console command. Check the debug camera bindings in DefaultPawn.cpp for the camera controls.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bEnableBufferVisualization | Whether set view mode to display GBuffer visualization overview | |
| uint32: 1 | bEnableBufferVisualizationFullMode | Whether set view mode to display GBuffer visualization full | |
| uint32: 1 | bIsBufferVisualizationInputSetup | Whether GBuffer visualization overview inputs are set up | |
| uint32: 1 | bIsFrozenRendering | Saves whether the FreezeRendering console command is active | |
| uint32: 1 | bIsOrbitingSelectedActor | Whether to orbit selected actor. | |
| uint32: 1 | bLastDisplayEnabled | Last display enabled setting before toggling buffer visualization overview | |
| uint32: 1 | bOrbitPivotUseCenter | When orbiting, true if using actor center as pivot, false if using last selected hitpoint | |
| uint32: 1 | bShowSelectedInfo | Whether to show information about the selected actor on the debug camera HUD. | |
| TObjectPtr< class UDrawFrustumComponent > | DrawFrustum | Visualizes the frustum of the camera | |
| float | InitialAccel | Initial acceleration of the spectator pawn when we start possession. | |
| float | InitialDecel | Initial deceleration of the spectator pawn when we start possession. | |
| float | InitialMaxSpeed | Initial max speed of the spectator pawn when we start possession. | |
| TObjectPtr< class APlayerController > | OriginalControllerRef | Controller that was active before this was spawned | |
| TObjectPtr< class UPlayer > | OriginalPlayer | Player object that was active before this was spawned | |
| TWeakObjectPtr< class AActor > | SelectedActor | Currently selected actor, may be invalid | |
| TWeakObjectPtr< class UPrimitiveComponent > | SelectedComponent | Currently selected component, may be invalid | |
| FHitResult | SelectedHitPoint | Selected hit point | |
| float | SpeedScale | Allows control over the speed of the spectator pawn. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ADebugCameraController
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Adjusts movement speed limits based on SpeedScale. | ||
| void | Buffer overview move down | ||
| void | Buffer overview move left | ||
| void | Buffer overview move right | ||
| void | Buffer overview move up | ||
| void | ConsumeAxisMotion
(
float Val |
Ignores axis motion | |
| void | Cycle view mode | ||
| void | Slows down camera movement | ||
| void | DecreaseFOV () |
Decreases camera field of vision | |
| bool | Whether buffer visualization option should be enabled | ||
| bool | Whether cycle viewmode option should be enabled | ||
| FString | GetBufferMaterialName
(
const FString& InBuffer |
Get visualization buffer's material name used by post processing settings | |
| TArray< FString > | Get buffer visualization overview targets based on console var | ||
| void | GetNextBuffer
(
int32 Step |
Get next buffer | |
| void | GetNextBuffer
(
const TArray< FString >& OverviewBuffers, |
Get next buffer | |
| bool | GetPivotForOrbit
(
FVector& PivotLocation |
Gets pivot to use when orbiting | |
| AActor * | Returns the currently selected actor, or null if it is invalid or not set | ||
| FString | Get current visualization buffer's material name | ||
| void | Speeds up camera movement | ||
| void | IncreaseFOV () |
Increases camera field of vision | |
| bool | Returns whether debug info display is enabled | ||
| void | OnActivate
(
APlayerController* OriginalPC |
Function called on activation debug camera controller | |
| void | OnDeactivate
(
APlayerController* RestoredPC |
Function called on deactivation debug camera controller | |
| void | PreProcessInputForOrbit
(
const float DeltaTime, |
Pre process input when orbiting | |
| void | ReceiveOnActivate
(
APlayerController* OriginalPC |
Function called on activation of debug camera controller. | |
| void | ReceiveOnActorSelected
(
AActor* NewSelectedActor, |
Called when an actor has been selected with the primary key (e.g. left mouse button). | |
| void | ReceiveOnDeactivate
(
APlayerController* RestoredPC |
Function called on deactivation of debug camera controller. | |
| void | Select
(
FHitResult const& Hit |
Called when an actor has been selected with the primary key (e.g. left mouse button). | |
| void | Selects the object the camera is aiming at. | ||
| void | SetBufferVisualizationFullMode
(
bool bFullMode |
Set buffer visualization full mode | |
| void | SetDisplay
(
bool bEnabled |
Sets display of debug info and input commands. | |
| void | SetPawnMovementSpeedScale
(
float NewSpeedScale |
Sets the pawn movement speed scale. | |
| void | Sets up or clears input for buffer visualization overview | ||
| void | Sets whether to show information about the selected actor on the debug camera HUD. | ||
| void | Toggle buffer visualization full display | ||
| void | Toggle buffer visualization overview | ||
| void | Toggles the display of debug info and input commands for the Debug Camera. | ||
| void | Function called from key bindings command to save information about turning on/off FreezeRendering command. | ||
| void | ToggleOrbit
(
bool bOrbitCenter |
Toggles camera orbit | |
| void | Toggles camera orbit center | ||
| void | Toggles camera orbit hitpoint | ||
| void | Unselect () |
Called when the user pressed the deselect key, just before the selected actor is cleared. | |
| void | UpdateRotationForOrbit
(
float DeltaTime |
Updates the rotation and location of player when orbiting | |
| void | UpdateVisualizeBufferPostProcessing
(
FFinalPostProcessSettings& InOutPostProcessingSettings |
Update visualize buffer post processing settings |
Overridden from APlayerController
| Type | Name | Description | |
|---|---|---|---|
| void | AddCheats
(
bool bForce |
Called to try and enable cheats for this player, happens during initialization or from AllowCheats command | |
| FString | ConsoleCommand
(
const FString& Command, |
Executes the Exec() command on the UPlayer object | |
| void | Event when no longer spectating. | ||
| void | PreProcessInput
(
const float DeltaTime, |
Method called prior to processing input | |
| void | SetSpectatorPawn
(
ASpectatorPawn* NewSpectatorPawn |
Set the spectator pawn. | |
| void | Allows the PlayerController to set up custom input bindings. | ||
| ASpectatorPawn * | Custom spawn to spawn a default SpectatorPawn, to use as a spectator and initialize it. | ||
| void | UpdateHiddenComponents
(
const FVector& ViewLocation, |
Builds a list of components that are hidden based upon gameplay | |
| void | UpdateRotation
(
float DeltaTime |
Updates the rotation of player, based on ControlRotation after RotationInput has been applied. |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | Overridden to create the player replication info and perform other mundane initialization tasks. |