unreal.BlueprintCameraDirectorEvaluator¶
- class unreal.BlueprintCameraDirectorEvaluator(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectBase 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:
- 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:
- 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.
- get_camera_rig(camera_rig) CameraRigAsset¶
Gets a camera rig from the referencing camera asset.
- Parameters:
camera_rig (CameraRigAsset)
- Return type:
- get_initial_context_camera_pose() BlueprintCameraPose¶
Gets the initial evaluation context camera pose.
- Return type:
- 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:
- 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:
- 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)