unreal.CameraShakeSourceComponent
¶
- class unreal.CameraShakeSourceComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
Camera Shake Source Component
C++ Source:
Module: Engine
File: CameraShakeSourceComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentattenuation
(CameraShakeAttenuation): [Read-Write] The attenuation profile for how camera shakes’ intensity falls off with distanceauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.auto_start
(bool): [Read-Write] Auto Startcamera_shake
(type(Class)): [Read-Write] Camera Shakecan_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.inner_attenuation_radius
(float): [Read-Write] Under this distance from the source, the camera shakes are at full intensityis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedouter_attenuation_radius
(float): [Read-Write] Outside of this distance from the source, the camera shakes don’t apply at allphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!should_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- property attenuation¶
[Read-Write] The attenuation profile for how camera shakes’ intensity falls off with distance
- Type
- property b_auto_play¶
‘b_auto_play’ was renamed to ‘auto_start’.
- Type
deprecated
- property inner_attenuation_radius¶
[Read-Write] Under this distance from the source, the camera shakes are at full intensity
- Type
(float)
- property outer_attenuation_radius¶
[Read-Write] Outside of this distance from the source, the camera shakes don’t apply at all
- Type
(float)
- play()¶
deprecated: ‘play’ was renamed to ‘start’.
- play_camera_shake(camera_shake, scale=1.0, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.0, 0.0, 0.0])¶
deprecated: ‘play_camera_shake’ was renamed to ‘start_camera_shake’.
- start_camera_shake(camera_shake, scale=1.0, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.0, 0.0, 0.0]) → None¶
Starts a new camera shake originating from this source, and apply it on all player controllers
- Parameters
scale (float) –
play_space (CameraShakePlaySpace) –
user_play_space_rot (Rotator) –