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