unreal.BlueprintCameraDirectorEvaluator

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

Bases: Object

Base class for a Blueprint camera director evaluator.

C++ Source:

  • Plugin: GameplayCameras

  • Module: GameplayCameras

  • File: BlueprintCameraDirector.h

activate_camera_director(params) None

Override this method in Blueprint to execute custom logic when this camera director gets activated.

Parameters:

params (BlueprintCameraDirectorActivateParams)

activate_camera_rig(camera_rig) None

Specifies a camera rig to be active this frame.

Parameters:

camera_rig (CameraRigAsset)

activate_camera_rig_prefab(camera_rig) None

Specifies an external camera rig prefab asset to be active this frame.

Parameters:

camera_rig (CameraRigAsset)

activate_camera_rig_via_proxy(camera_rig_proxy) None

Specifies a camera rig to be active this frame, via a proxy which is later resolved via the proxy table of the Blueprint camera director.

Parameters:

camera_rig_proxy (CameraRigProxyAsset)

activate_persistent_base_camera_rig(camera_rig_prefab) None

Activates the given camera rig prefab in the base layer.

Parameters:

camera_rig_prefab (CameraRigAsset)

activate_persistent_global_camera_rig(camera_rig_prefab) None

Activates the given camera rig prefab in the global layer.

Parameters:

camera_rig_prefab (CameraRigAsset)

activate_persistent_visual_camera_rig(camera_rig_prefab) None

Activates the given camera rig prefab in the visual layer.

Parameters:

camera_rig_prefab (CameraRigAsset)

deactivate_camera_director(params) None

Override this method in Blueprint to execute custom logic when this camera director gets deactivated.

Parameters:

params (BlueprintCameraDirectorDeactivateParams)

deactivate_persistent_base_camera_rig(camera_rig_prefab) None

Deactivates the given camera rig prefab in the base layer.

Parameters:

camera_rig_prefab (CameraRigAsset)

deactivate_persistent_global_camera_rig(camera_rig_prefab) None

Deactivates the given camera rig prefab in the global layer.

Parameters:

camera_rig_prefab (CameraRigAsset)

deactivate_persistent_visual_camera_rig(camera_rig_prefab) None

Deactivates the given camera rig prefab in the visual layer.

Parameters:

camera_rig_prefab (CameraRigAsset)

find_evaluation_context_owner_actor(actor_class) Actor

A utility function that tries to find if an actor owns the evaluation context. Handles the situation where the evaluation context is an actor component (like a UGameplayCameraComponent) or an actor itself.

Parameters:

actor_class (type(Class))

Return type:

Actor

get_camera_rig(camera_rig) CameraRigAsset

Gets a camera rig from the referencing camera asset.

Parameters:

camera_rig (CameraRigAsset)

Return type:

CameraRigAsset

get_initial_context_camera_pose() BlueprintCameraPose

Gets the initial evaluation context camera pose.

Return type:

BlueprintCameraPose

get_initial_context_variable_table() BlueprintCameraVariableTable

Gets the initial evaluation context camera variable table. WARNING: setting variables here will affect ALL running camera rigs!

Return type:

BlueprintCameraVariableTable

run_camera_director(params) None

Override this method in Blueprint to execute the custom logic that determines what camera rig(s) should be active every frame.

Parameters:

params (BlueprintCameraDirectorEvaluationParams)

set_initial_context_camera_pose(camera_pose) None

Sets the initial evaluation context camera pose. WARNING: this will change the initial pose of ALL running camera rigs!

Parameters:

camera_pose (BlueprintCameraPose)