unreal.GameplayCameraComponentBase

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

Bases: SceneComponent

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

C++ Source:

  • Plugin: GameplayCameras

  • Module: GameplayCameras

  • File: GameplayCameraComponentBase.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.

  • 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.

activate_camera_for_player_controller(player_controller, set_as_view_target=True) None

Activates the camera for the given player.

Parameters:
  • player_controller (PlayerController) – The player to activate the camera for.

  • set_as_view_target (bool) – Whether to set this component’s actor as the view target for the player.

activate_camera_for_player_index(player_index, set_as_view_target=True) None

Activates the camera for the given player.

Parameters:
  • player_index (int32) – The player to activate the camera for.

  • set_as_view_target (bool) – Whether to set this component’s actor as the view target for the player.

activate_persistent_base_camera_rig(camera_rig) CameraRigInstanceID

Activates the given camera rig prefab in the base layer.

Parameters:

camera_rig (CameraRigAsset)

Return type:

CameraRigInstanceID

activate_persistent_global_camera_rig(camera_rig) CameraRigInstanceID

Activates the given camera rig prefab in the global layer.

Parameters:

camera_rig (CameraRigAsset)

Return type:

CameraRigInstanceID

activate_persistent_visual_camera_rig(camera_rig) CameraRigInstanceID

Activates the given camera rig prefab in the visual layer.

Parameters:

camera_rig (CameraRigAsset)

Return type:

CameraRigInstanceID

property auto_activate_for_player: AutoReceiveInput

‘auto_activate_for_player’ was renamed to ‘default_player’.

Type:

deprecated

deactivate_camera(immediately=False) None

Deprecated API deprecated: Function ‘DeactivateCamera’ is deprecated.

Parameters:

immediately (bool)

deactivate_camera_rig(instance_id, immediately=False) None

Deactivates a previously activated base, global, or visual camera rig.

Parameters:
property 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.

Type:

(AutoReceiveInput)

get_conditional_result(condition) BlueprintCameraEvaluationDataRef

Gets the camera evaluation data for a given sub-set of camera rigs in this component’s evaluation context.

Parameters:

condition (CameraEvaluationDataCondition)

Return type:

BlueprintCameraEvaluationDataRef

get_evaluated_camera_rotation() Rotator

Gets the last evaluated orientation of the camera.

Return type:

Rotator

get_initial_result() BlueprintCameraEvaluationDataRef

Gets the shared camera evaluation data for this component’s evaluation context.

Return type:

BlueprintCameraEvaluationDataRef

is_action_running(instance_id) bool

Returns whether the given camera action instance is still running.

Parameters:

instance_id (CameraActionInstanceID)

Return type:

bool

is_camera_shake_asset_playing(instance_id) bool

Checks if a camera shake is running.

Parameters:

instance_id (CameraShakeInstanceID)

Return type:

bool

property 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.

Type:

(bool)

property 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.

Type:

(bool)

property 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.

Type:

(bool)

start_action(camera_action) CameraActionInstanceID

Starts the given camera action.

Parameters:

camera_action (CameraAction)

Return type:

CameraActionInstanceID

start_camera_shake_asset(camera_shake, shake_scale=1.000000, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rotation=[0.000000, 0.000000, 0.000000]) CameraShakeInstanceID

Starts a new camera shake.

Parameters:
Return type:

CameraShakeInstanceID

start_global_camera_modifier_rig(camera_rig, order_key=0) CameraRigInstanceID

Starts a camera modifier rig on the global layer.

Parameters:
Return type:

CameraRigInstanceID

start_visual_camera_modifier_rig(camera_rig, order_key=0) CameraRigInstanceID

Starts a camera modifier rig on the visual layer.

Parameters:
Return type:

CameraRigInstanceID

stop_action(instance_id) bool

Stops the given camera action instance.

Parameters:

instance_id (CameraActionInstanceID)

Return type:

bool

stop_all_actions_of_class(action_class) bool

Stops all camera actions of a given class.

Parameters:

action_class (type(Class))

Return type:

bool

stop_camera_modifier_rig(instance_id, immediately=False) None

Stops a camera modifier rig on previously started on the global or visual layer.

Parameters:
stop_camera_shake_asset(instance_id, immediately=False) bool

Stops a running camera shake.

Parameters:
Return type:

bool