unreal.MatineeCameraShake
¶
- class unreal.MatineeCameraShake(outer=None, name='None')¶
Bases:
unreal.CameraShakeBase
Legacy camera shake which can do either oscillation or run camera anims.
C++ Source:
Plugin: GameplayCameras
Module: GameplayCameras
File: MatineeCameraShake.h
Editor Properties: (see get_editor_property/set_editor_property)
anim
(CameraAnim): [Read-Write] Source camera animation to play. Can be null.anim_blend_in_time
(float): [Read-Write] Linear blend-in time.anim_blend_out_time
(float): [Read-Write] Linear blend-out time.anim_inst
(CameraAnimInst): [Read-Write] The playing instance of the CameraAnim-based shake, if any.anim_play_rate
(float): [Read-Write] Scalar defining how fast to play the anim.anim_scale
(float): [Read-Write] Scalar defining how “intense” to play the anim.anim_sequence
(CameraAnimationSequence): [Read-Write] Source camera animation sequence to play. Can be null, but can’t have both Anim and AnimSequence.fov_oscillation
(FOscillator): [Read-Write] FOV oscillationloc_oscillation
(VOscillator): [Read-Write] Positional oscillationoscillation_blend_in_time
(float): [Read-Write] Duration of the blend-in, where the oscillation scales from 0 to 1.oscillation_blend_out_time
(float): [Read-Write] Duration of the blend-out, where the oscillation scales from 1 to 0.oscillation_duration
(float): [Read-Write] Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation.oscillator_time_remaining
(float): [Read-Write] Time remaining for oscillation shakes. Less than 0.f means shake infinitely.random_anim_segment
(bool): [Read-Write] If true, play a random snippet of the animation of length Duration. Implies bLoop and bRandomStartTime = true for the CameraAnim. If false, play the full anim once, non-looped. Useful for getting variety out of a single looped CameraAnim asset.random_anim_segment_duration
(float): [Read-Write] When bRandomAnimSegment is true, this defines how long the anim should play.root_shake_pattern
(CameraShakePattern): [Read-Write] The root pattern for this camera shakerot_oscillation
(ROscillator): [Read-Write] Rotational oscillationshake_scale
(float): [Read-Write] The overall scale to apply to the shake. Only valid when the shake is active.single_instance
(bool): [Read-Write] If true to only allow a single instance of this shake class to play at any given time. Subsequent attempts to play this shake will simply restart the timer.
- property anim_inst¶
[Read-Only] The playing instance of the CameraAnim-based shake, if any.
- Type
- blueprint_update_camera_shake(delta_time, alpha, pov) → MinimalViewInfo¶
Called every tick to let the shake modify the point of view
- Parameters
delta_time (float) –
alpha (float) –
pov (MinimalViewInfo) –
- Returns
modified_pov (MinimalViewInfo):
- Return type
- property fov_oscillation¶
[Read-Write] FOV oscillation
- Type
- property loc_oscillation¶
[Read-Write] Positional oscillation
- Type
- property oscillator_time_remaining¶
[Read-Only] Time remaining for oscillation shakes. Less than 0.f means shake infinitely.
- Type
(float)
- receive_is_finished() → bool¶
Called to allow a shake to decide when it’s finished playing.
- Returns
- Return type
- receive_stop_shake(immediately) → None¶
Called when the shake is explicitly stopped.
- Parameters
immediately (bool) –
- property rot_oscillation¶
[Read-Write] Rotational oscillation
- Type
- classmethod start_matinee_camera_shake(player_camera_manager, shake_class, scale=1.0, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.0, 0.0, 0.0]) → MatineeCameraShake¶
Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a Matinee camera shake, which some BP logic often uses directly to set oscillator/anim properties.
- Parameters
player_camera_manager (PlayerCameraManager) –
scale (float) –
play_space (CameraShakePlaySpace) –
user_play_space_rot (Rotator) –
- Returns
- Return type
- classmethod start_matinee_camera_shake_from_source(player_camera_manager, shake_class, source_component, scale=1.0, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.0, 0.0, 0.0]) → MatineeCameraShake¶
Backwards compatible method used by core BP redirectors. This is needed because the return value is specifically a Matinee camera shake, which some BP logic often uses directly to set oscillator/anim properties.
- Parameters
player_camera_manager (PlayerCameraManager) –
source_component (CameraShakeSourceComponent) –
scale (float) –
play_space (CameraShakePlaySpace) –
user_play_space_rot (Rotator) –
- Returns
- Return type