unreal.GameplayCamerasSubsystem
¶
- class unreal.GameplayCamerasSubsystem(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
WorldSubsystem
World subsystem that holds global objects for handling camera animation sequences.
C++ Source:
Plugin: GameplayCameras
Module: GameplayCameras
File: GameplayCamerasSubsystem.h
- is_camera_animation_active(player_controller, handle) bool ¶
Returns whether the given camera animation is playing.
- Parameters:
player_controller (PlayerController) – The player controller on which to play the animation.
handle (CameraAnimationHandle) – A handle to a previously started camera animation.
- Returns:
Whether the corresponding camera animation is playing or not.
- Return type:
- play_camera_animation(player_controller, sequence, params) CameraAnimationHandle ¶
Play a new camera animation sequence.
- Parameters:
player_controller (PlayerController) – The player controller on which to play the animation.
sequence (CameraAnimationSequence) – The sequence to use for the new camera animation.
params (CameraAnimationParams) – The parameters for the new camera animation instance.
- Return type:
- stop_all_camera_animations(player_controller, immediate=False) None ¶
Stop all camera animation instances.
- Parameters:
player_controller (PlayerController) – The player controller on which to play the animation.
immediate (bool) – True to stop it right now and ignore blend out, false to let it blend out as indicated.
- stop_all_camera_animations_of(player_controller, sequence, immediate=False) None ¶
Stop playing all instances of the given camera animation sequence.
- Parameters:
player_controller (PlayerController) – The player controller on which to play the animation.
sequence (CameraAnimationSequence) – The sequence of which to stop all instances.
immediate (bool) – True to stop it right now and ignore blend out, false to let it blend out as indicated.
- stop_camera_animation(player_controller, handle, immediate=False) None ¶
Stops the given camera animation instance.
- Parameters:
player_controller (PlayerController) – The player controller on which to play the animation.
handle (CameraAnimationHandle) –
immediate (bool) – True to stop it right now and ignore blend out, false to let it blend out as indicated.