unreal.GameplayCameraComponentBase¶
- class unreal.GameplayCameraComponentBase(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponentA 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 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 componentasset_user_data_editor_only(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 classeditor_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 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 deactivatedphysics_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 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)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:
- activate_persistent_global_camera_rig(camera_rig) CameraRigInstanceID¶
Activates the given camera rig prefab in the global layer.
- Parameters:
camera_rig (CameraRigAsset)
- Return type:
- activate_persistent_visual_camera_rig(camera_rig) CameraRigInstanceID¶
Activates the given camera rig prefab in the visual layer.
- Parameters:
camera_rig (CameraRigAsset)
- Return type:
- property auto_activate_for_player: AutoReceiveInput¶
‘auto_activate_for_player’ was renamed to ‘default_player’.
- Type:
- 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:
instance_id (CameraRigInstanceID)
immediately (bool)
- 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:
- 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:
- get_evaluated_camera_rotation() Rotator¶
Gets the last evaluated orientation of the camera.
- Return type:
- get_initial_result() BlueprintCameraEvaluationDataRef¶
Gets the shared camera evaluation data for this component’s evaluation context.
- Return type:
- is_action_running(instance_id) bool¶
Returns whether the given camera action instance is still running.
- Parameters:
instance_id (CameraActionInstanceID)
- Return type:
- is_camera_shake_asset_playing(instance_id) bool¶
Checks if a camera shake is running.
- Parameters:
instance_id (CameraShakeInstanceID)
- Return type:
- 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:
- 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:
camera_shake (CameraShakeAsset)
shake_scale (float)
play_space (CameraShakePlaySpace)
user_play_space_rotation (Rotator)
- Return type:
- start_global_camera_modifier_rig(camera_rig, order_key=0) CameraRigInstanceID¶
Starts a camera modifier rig on the global layer.
- Parameters:
camera_rig (CameraRigAsset)
order_key (int32)
- Return type:
- start_visual_camera_modifier_rig(camera_rig, order_key=0) CameraRigInstanceID¶
Starts a camera modifier rig on the visual layer.
- Parameters:
camera_rig (CameraRigAsset)
order_key (int32)
- Return type:
- stop_action(instance_id) bool¶
Stops the given camera action instance.
- Parameters:
instance_id (CameraActionInstanceID)
- Return type:
- stop_camera_modifier_rig(instance_id, immediately=False) None¶
Stops a camera modifier rig on previously started on the global or visual layer.
- Parameters:
instance_id (CameraRigInstanceID)
immediately (bool)
- stop_camera_shake_asset(instance_id, immediately=False) bool¶
Stops a running camera shake.
- Parameters:
instance_id (CameraShakeInstanceID)
immediately (bool)
- Return type: