unreal.DebugCameraController

class unreal.DebugCameraController(outer=None, name='None')

Bases: unreal.PlayerController

Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules.

To turn it on, please press Alt+C or both (left and right) analogs on XBox pad, or use the “ToggleDebugCamera” console command. Check the debug camera bindings in DefaultPawn.cpp for the camera controls.

C++ Source:

  • Module: Engine

  • File: DebugCameraController.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Only] The GUID for this actor.

  • allow_tick_before_begin_play (bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).

  • attach_to_pawn (bool): [Read-Write] If true, the controller location will match the possessed Pawn’s location. If false, it will not be updated. Rotation will match ControlRotation in either case. Since a Controller’s location is normally inaccessible, this is intended mainly for purposes of being able to attach an Actor that follows the possessed Pawn location, but that still has the full aim rotation (since a Pawn might update only some components of the rotation).

  • auto_destroy_when_finished (bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_manage_active_camera_target (bool): [Read-Write] True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target. Set to false if you want to manually control the camera target.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.

  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered

  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • cheat_class (type(Class)): [Read-Write] Class of my CheatManager. see: CheatManager for more information about when it will be instantiated.

  • cheat_manager (CheatManager): [Read-Write] Object that manages “cheat” commands.

    By default:
    • Debug and Development builds will force it to be instantiated (

    see: APlayerController::EnableCheats). - Test and Shipping builds will only instantiate it if the authoritative game mode allows cheats ( see: AGameModeBase::AllowCheats). This behavior can be changed either by overriding APlayerController::EnableCheats or AGameModeBase::AllowCheats.

  • click_event_keys (Array(Key)): [Read-Write] List of keys that will cause click events to be forwarded, default to left click

  • current_click_trace_channel (CollisionChannel): [Read-Write] Trace channel currently being used for determining what world object was clicked on.

  • current_mouse_cursor (MouseCursor): [Read-Write] Currently visible mouse cursor

  • custom_time_dilation (float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • default_click_trace_channel (CollisionChannel): [Read-Write] Default trace channel used for determining what world object was clicked on.

  • default_mouse_cursor (MouseCursor): [Read-Write] Type of mouse cursor to show by default

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • enable_auto_lod_generation (bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actor

  • enable_click_events (bool): [Read-Write] Whether actor/component click events should be generated.

  • enable_mouse_over_events (bool): [Read-Write] Whether actor/component mouse over events should be generated.

  • enable_touch_events (bool): [Read-Write] Whether actor/component touch events should be generated.

  • enable_touch_over_events (bool): [Read-Write] Whether actor/component touch over events should be generated.

  • find_camera_component_when_view_target (bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.

  • force_feedback_enabled (bool): [Read-Write] Force Feedback Enabled

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hit_result_trace_distance (float): [Read-Write] Distance to trace when computing click events

  • ignores_origin_shifting (bool): [Read-Write] Whether this actor should not be affected by world origin shifting.

  • initial_accel (float): [Read-Write] Initial acceleration of the spectator pawn when we start possession.

  • initial_decel (float): [Read-Write] Initial deceleration of the spectator pawn when we start possession.

  • initial_life_span (float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • initial_max_speed (float): [Read-Write] Initial max speed of the spectator pawn when we start possession.

  • input_pitch_scale (float): [Read-Write] Pitch input speed scaling

  • input_priority (int32): [Read-Write] The priority of this input component when pushed in to the stack.

  • input_roll_scale (float): [Read-Write] Roll input speed scaling

  • input_yaw_scale (float): [Read-Write] Yaw input speed scaling

  • instigator (Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • net_cull_distance_squared (float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_instigated_any_damage (InstigatedAnyDamageSignature): [Read-Write] Called when the controller has instigated damage in any way

  • on_released (ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor

  • player_camera_manager (PlayerCameraManager): [Read-Write] Camera manager associated with this Player Controller.

  • player_camera_manager_class (type(Class)): [Read-Write] PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used

  • player_is_waiting (bool): [Read-Only] True if PlayerController is currently waiting for the match to start or to respawn. Only valid in Spectating state.

  • player_state (PlayerState): [Read-Write] PlayerState containing replicated information about the player using this controller (only exists for players, not NPCs).

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • replay_rewindable (bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/

  • replicated_movement (RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()

  • root_component (SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • should_perform_full_tick_when_paused (bool): [Read-Write] Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.

  • show_mouse_cursor (bool): [Read-Write] Whether the mouse cursor should be displayed.

  • smooth_target_view_rotation_speed (float): [Read-Write] Interp speed for blending remote view rotation for smoother client updates

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • speed_scale (float): [Read-Write] Allows control over the speed of the spectator pawn. This scales the speed based on the InitialMaxSpeed. Use Set Pawn Movement Speed Scale during runtime

  • sprite_scale (float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

get_selected_actor()Actor

Returns the currently selected actor, or null if it is invalid or not set

Returns

Return type

Actor

property initial_accel

[Read-Only] Initial acceleration of the spectator pawn when we start possession.

Type

(float)

property initial_decel

[Read-Only] Initial deceleration of the spectator pawn when we start possession.

Type

(float)

property initial_max_speed

[Read-Only] Initial max speed of the spectator pawn when we start possession.

Type

(float)

receive_on_activate(original_pc)None

Function called on activation of debug camera controller.

Parameters

original_pc (PlayerController) – The active player controller before this debug camera controller was possessed by the player.

receive_on_actor_selected(new_selected_actor, select_hit_location, select_hit_normal, hit)None

Called when an actor has been selected with the primary key (e.g. left mouse button).

The selection trace starts from the center of the debug camera’s view.

Parameters
  • new_selected_actor (Actor) –

  • select_hit_location (Vector) – The exact world-space location where the selection trace hit the New Selected Actor.

  • select_hit_normal (Vector) – The world-space surface normal of the New Selected Actor at the hit location.

  • hit (HitResult) –

receive_on_deactivate(restored_pc)None

Function called on deactivation of debug camera controller.

Parameters

restored_pc (PlayerController) – The Player Controller that the player input is being returned to.

set_pawn_movement_speed_scale(new_speed_scale)None

Sets the pawn movement speed scale.

Parameters

new_speed_scale (float) –

property speed_scale

[Read-Only] Allows control over the speed of the spectator pawn. This scales the speed based on the InitialMaxSpeed. Use Set Pawn Movement Speed Scale during runtime

Type

(float)

toggle_display()None

Toggles the display of debug info and input commands for the Debug Camera.