unreal.CameraShakeSourceComponent

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

Bases: 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 parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • attenuation (CameraShakeAttenuation): [Read-Write] The attenuation profile for how camera shakes’ intensity falls off with distance

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • auto_start (bool): [Read-Write]

  • camera_shake (type(Class)): [Read-Write]

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_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 class

  • hidden_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 intensity

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • mobility (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 reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • outer_attenuation_radius (float): [Read-Write] Outside of this distance from the source, the camera shakes don’t apply at all

  • physics_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 Component

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_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)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • 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: CameraShakeAttenuation

[Read-Write] The attenuation profile for how camera shakes’ intensity falls off with distance

Type:

(CameraShakeAttenuation)

property auto_start: bool

[Read-Write]

Type:

(bool)

property b_auto_play: bool

‘b_auto_play’ was renamed to ‘auto_start’.

Type:

deprecated

property camera_shake: Class

[Read-Write]

Type:

(type(Class))

get_attenuation_factor(location) float

Computes an attenuation factor from this source

Parameters:

location (Vector) –

Return type:

float

property inner_attenuation_radius: float

[Read-Write] Under this distance from the source, the camera shakes are at full intensity

Type:

(float)

property outer_attenuation_radius: float

[Read-Write] Outside of this distance from the source, the camera shakes don’t apply at all

Type:

(float)

play() None

deprecated: ‘play’ was renamed to ‘start’.

play_camera_shake(camera_shake: Class, scale: float = 1.0, play_space: CameraShakePlaySpace = Ellipsis, user_play_space_rot: Rotator = Ellipsis) None

deprecated: ‘play_camera_shake’ was renamed to ‘start_camera_shake’.

start() None

Start

start_camera_shake(camera_shake, scale=1.000000, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.000000, 0.000000, 0.000000]) None

Starts a new camera shake originating from this source, and apply it on all player controllers

Parameters:
stop_all_camera_shakes(immediately=True) None

Stops all currently active camera shakes that are originating from this source from all player controllers

Parameters:

immediately (bool) –

stop_all_camera_shakes_of_type(camera_shake, immediately=True) None

Stops a camera shake originating from this source

Parameters: