unreal.AimAtActorCameraAction

class unreal.AimAtActorCameraAction(outer: Object | None = None, name: Name | str = 'None')

Bases: BaseAimAtCameraAction

A camera action that aims at a given target, using a given interpolation.

C++ Source:

  • Plugin: GameplayCameras

  • Module: GameplayCameras

  • File: AimAtActorCameraAction.h

Editor Properties: (see get_editor_property/set_editor_property)

  • interpolator (CameraValueInterpolator): [Read-Write] The interpolation to use for aiming.

  • lock_on_angle_tolerance (float): [Read-Write] The tolerance within which we can consider the aiming to be locked on target.

  • lock_on_policy (AimAtCameraActionLockOnPolicy): [Read-Write] The lock-on policy.

  • propagate_to_new_camera_rigs (bool): [Read-Write] Whether this action will be cloned onto new camera rigs as they get activated on the main layer.

  • target_actor (Actor): [Read-Write] The actor to attach to.

  • target_bone_name (Name): [Read-Write] An optional bone to attach to on the actor.

  • target_framing (Vector2D): [Read-Write] Where to aim the target in screen-space.

  • target_socket_name (Name): [Read-Write] An optional socket to attach to on the actor.

  • time_out (float): [Read-Write] The time, in seconds, after which the action should be automatically stopped. Zero or negative time means that this action never times out (it either completes on its own, or gets stopped by the user).

property target_actor: Actor

[Read-Write] The actor to attach to.

Type:

(Actor)

property target_bone_name: Name

[Read-Write] An optional bone to attach to on the actor.

Type:

(Name)

property target_socket_name: Name

[Read-Write] An optional socket to attach to on the actor.

Type:

(Name)