unreal.GameplayCameraSystemComponent

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

Bases: SceneComponent

A component that hosts a camera system.

C++ Source:

  • Plugin: GameplayCameras

  • Module: GameplayCameras

  • File: GameplayCameraSystemComponent.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.

  • auto_activate_for_player (AutoReceiveInput): [Read-Write] If AutoActivate is set, auto-activates the camera system for the given player. This sets this actor as the view target, and is equivalent to calling ActivateCameraSystem on BeginPlay.

  • 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] 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

  • 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 *

  • 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!

  • set_player_controller_rotation (bool): [Read-Write] If enabled, sets the evaluated camera orientation as the player controller rotation every frame. This is set on the player controller that this component was activated for.

  • 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_system_for_player_controller(player_controller) None

Sets this component’s actor as the view target for the given player.

Parameters:

player_controller (PlayerController)

activate_camera_system_for_player_index(player_index) None

Sets this component’s actor as the view target for the given player.

Parameters:

player_index (int32)

property auto_activate_for_player: AutoReceiveInput

[Read-Write] If AutoActivate is set, auto-activates the camera system for the given player. This sets this actor as the view target, and is equivalent to calling ActivateCameraSystem on BeginPlay.

Type:

(AutoReceiveInput)

deactivate_camera_system(next_view_target=None) None

Removes this component’s actor from being the view target.

Parameters:

next_view_target (Actor)

is_camera_system_active_for_play_controller(player_controller) bool

Returns whether this component’s actor is set as the view target for the given player.

Parameters:

player_controller (PlayerController)

Return type:

bool

property set_player_controller_rotation: bool

[Read-Write] If enabled, sets the evaluated camera orientation as the player controller rotation every frame. This is set on the player controller that this component was activated for.

Type:

(bool)

start_global_camera_modifier_rig(camera_rig, order_key=0) CameraRigInstanceID

Start Global Camera Modifier Rig

Parameters:
Return type:

CameraRigInstanceID

start_visual_camera_modifier_rig(camera_rig, order_key=0) CameraRigInstanceID

Start Visual Camera Modifier Rig

Parameters:
Return type:

CameraRigInstanceID

stop_camera_modifier_rig(instance_id, immediately=False) None

Stop Camera Modifier Rig

Parameters: