unreal.GameplayCameraComponent

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

Bases: GameplayCameraComponentBase

A component that can run a camera asset inside its own camera evaluation context.

C++ Source:

  • Plugin: GameplayCameras

  • Module: GameplayCameras

  • File: GameplayCameraComponent.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

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

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

  • camera_reference (CameraAssetReference): [Read-Write] The camera asset to run.

  • 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.

  • default_player (AutoReceiveInput): [Read-Write] The player controller to bind to by default.

    Auto-activation and explicit calls to Activate will use this player, if valid. Calls to ActivateCameraForPlayerIndex and ActivateCameraForPlayerController will use their given player, but fall back to this player if they are given an invalid parameter.

  • detail_mode (DetailMode): [Read-Write] Set the required detail level of this component. It will be deleted or made invisible if the world’s detail level is higher, based on platform and scalability settings. For example, a detail mode of High may prevent this component from loading on mobile platforms.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • editor_preview_camera_rig_index (int32): [Read-Write] The camera rig to run in the editor.

  • editor_sprite_hidden_when_output_camera_within_distance (float): [Read-Write] When the output camera’s location is within this distance of the root, hide the editor sprite. Set this value to zero or negative to never hide the editor sprite.

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • 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

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • playback_mode (bool): [Read-Write] Enables or disables playback mode, which turns of any standalone camera system evaluation and lets the output camera component be manipulated externally. This is useful when the evaluated camera was recorded (e.g. with Take Recorder) and turned into keyframed animation.

  • 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!

  • run_in_editor (bool): [Read-Write] Whether to run this camera in editor.

  • run_standalone_camera_system (bool): [Read-Write] When enabled, this camera component runs its own camera system when activated, which makes it possible for it to run independently. When disabled, this camera component only creates an evaluation context that must be run with an external camera system, such as the Gameplay Cameras Player Camera Manager.

  • set_control_rotation_when_view_target (bool): [Read-Write] Specifies whether this component should set the player controller’s control rotation to the computed point of view’s orientation every frame. This is only used when a player controller is associated with this component, and the view target is that component.

  • 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 camera_reference: CameraAssetReference

[Read-Write] The camera asset to run.

Type:

(CameraAssetReference)