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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet > API/Runtime/Engine/Kismet/UGameplayStatics
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include | #include "Kismet/GameplayStatics.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
UFUNCTION (BlueprintCallable, Category="Camera",
Meta=(WorldContext="WorldContextObject", UnsafeDuringActorConstruction="true"))
static void PlayWorldCameraShake
(
const UObject * WorldContextObject,
TSubclassOf < class UCameraShakeBase > Shake,
FVector Epicenter,
float InnerRadius,
float OuterRadius,
float Falloff,
bool bOrientShakeTowardsEpicenter
)
Remarks
Plays an in-world camera shake that affects all nearby local players, with distance-based attenuation. Does not replicate.
Parameters
| Name | Description |
|---|---|
| WorldContextObject | Object that we can obtain a world context from |
| Shake | Camera shake asset to use |
| Epicenter | location to place the effect in world space |
| InnerRadius | Cameras inside this radius are ignored |
| OuterRadius | Cameras outside of InnerRadius and inside this are effected |
| Falloff | Affects falloff of effect as it nears OuterRadius |
| bOrientShakeTowardsEpicenter | Changes the rotation of shake to point towards epicenter instead of forward |