unreal.VirtualCameraPlayerControllerBase
¶
- class unreal.VirtualCameraPlayerControllerBase(outer=None, name='None')¶
Bases:
unreal.PlayerController
Virtual Camera Player Controller Base
C++ Source:
Plugin: VirtualCamera
Module: VirtualCamera
File: VirtualCameraPlayerControllerBase.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid
(Guid): [Read-Only] The GUID for this actor.allow_tick_before_begin_play
(bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.always_relevant
(bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).attach_to_pawn
(bool): [Read-Write] If true, the controller location will match the possessed Pawn’s location. If false, it will not be updated. Rotation will match ControlRotation in either case. Since a Controller’s location is normally inaccessible, this is intended mainly for purposes of being able to attach an Actor that follows the possessed Pawn location, but that still has the full aim rotation (since a Pawn might update only some components of the rotation).auto_destroy_when_finished
(bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.auto_manage_active_camera_target
(bool): [Read-Write] True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target. Set to false if you want to manually control the camera target.auto_receive_input
(AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.block_input
(bool): [Read-Write] If true, all input on the stack below this actor will not be consideredcached_is_virtual_camera_controlled_by_remote_session
(bool): [Read-Write] Cached value for IsVirtualCameraControlledByRemoteSession()cached_should_update_target_camera_transform
(bool): [Read-Write] Cached value for IsVirtualCameraControlledByRemoteSession()can_be_damaged
(bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()can_be_in_cluster
(bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performancecheat_class
(type(Class)): [Read-Write] Class of my CheatManager. see: CheatManager for more information about when it will be instantiated.cheat_manager
(CheatManager): [Read-Write] Object that manages “cheat” commands.- By default:
Debug and Development builds will force it to be instantiated (
see: APlayerController::EnableCheats). - Test and Shipping builds will only instantiate it if the authoritative game mode allows cheats ( see: AGameModeBase::AllowCheats). This behavior can be changed either by overriding APlayerController::EnableCheats or AGameModeBase::AllowCheats.
click_event_keys
(Array(Key)): [Read-Write] List of keys that will cause click events to be forwarded, default to left clickcurrent_click_trace_channel
(CollisionChannel): [Read-Write] Trace channel currently being used for determining what world object was clicked on.current_mouse_cursor
(MouseCursor): [Read-Write] Currently visible mouse cursorcustom_time_dilation
(float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.default_click_trace_channel
(CollisionChannel): [Read-Write] Default trace channel used for determining what world object was clicked on.default_mouse_cursor
(MouseCursor): [Read-Write] Type of mouse cursor to show by defaultdefault_update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:[/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable
Another subclass could set their default to something different, such as:
[/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming
enable_auto_lod_generation
(bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actorenable_click_events
(bool): [Read-Write] Whether actor/component click events should be generated.enable_mouse_over_events
(bool): [Read-Write] Whether actor/component mouse over events should be generated.enable_touch_events
(bool): [Read-Write] Whether actor/component touch events should be generated.enable_touch_over_events
(bool): [Read-Write] Whether actor/component touch over events should be generated.find_camera_component_when_view_target
(bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.force_feedback_enabled
(bool): [Read-Write] Force Feedback Enabledgenerate_overlap_events_during_level_streaming
(bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaminghidden
(bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()hit_result_trace_distance
(float): [Read-Write] Distance to trace when computing click eventsignores_origin_shifting
(bool): [Read-Write] Whether this actor should not be affected by world origin shifting.initial_life_span
(float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.input_pitch_scale
(float): [Read-Write] Pitch input speed scalinginput_priority
(int32): [Read-Write] The priority of this input component when pushed in to the stack.input_roll_scale
(float): [Read-Write] Roll input speed scalinginput_source
(TrackerInputSource): [Read-Write] Allows user to select which tracker input should be usedinput_yaw_scale
(float): [Read-Write] Yaw input speed scalinginstigator
(Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.is_editor_only_actor
(bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked buildslive_link_target_name
(Name): [Read-Write] Controller for level sequence playbackmin_net_update_frequency
(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequentlynet_cull_distance_squared
(float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.net_dormancy
(NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.net_load_on_client
(bool): [Read-Write] This actor will be loaded on network clients during map loadnet_priority
(float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicatenet_update_frequency
(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTimenet_use_owner_relevancy
(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriorityon_actor_begin_overlap
(ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_end_overlap
(ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_hit
(ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.on_begin_cursor_over
(ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.on_clicked
(ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.on_destroyed
(ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.on_end_cursor_over
(ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.on_end_play
(ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.on_input_touch_begin
(ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.on_input_touch_end
(ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.on_input_touch_enter
(ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.on_input_touch_leave
(ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.on_instigated_any_damage
(InstigatedAnyDamageSignature): [Read-Write] Called when the controller has instigated damage in any wayon_offset_reset
(VirtualCameraResetOffsetsDelegate): [Read-Write] On Offset Reseton_released
(ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.on_take_any_damage
(TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.on_take_point_damage
(TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.on_take_radial_damage
(TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.only_relevant_to_owner
(bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.optimize_bp_component_data
(bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.pivot_offset
(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editorplayer_camera_manager
(PlayerCameraManager): [Read-Write] Camera manager associated with this Player Controller.player_camera_manager_class
(type(Class)): [Read-Write] PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is usedplayer_is_waiting
(bool): [Read-Only] True if PlayerController is currently waiting for the match to start or to respawn. Only valid in Spectating state.player_state
(PlayerState): [Read-Write] PlayerState containing replicated information about the player using this controller (only exists for players, not NPCs).primary_actor_tick
(ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()relevant_for_level_bounds
(bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevantreplay_rewindable
(bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.replicate_movement
(bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/replicated_movement
(RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocityreplicates
(bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()required_sequencer_recorder_camera_settings
(Array(Name)): [Read-Write] Array of any properties that should be recordedroot_actor
(VPRootActor): [Read-Write] Root Actorroot_component
(SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehowshould_perform_full_tick_when_paused
(bool): [Read-Write] Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.show_mouse_cursor
(bool): [Read-Write] Whether the mouse cursor should be displayed.smooth_target_view_rotation_speed
(float): [Read-Write] Interp speed for blending remote view rotation for smoother client updatesspawn_collision_handling_method
(SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.sprite_scale
(float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.target_camera_actor_class
(type(Class)): [Read-Write] Class of CameraActor to spawn to allow user to use their own customized cameratracker_post_offset
(TrackingOffset): [Read-Write] Offset applied to calculated location after tracker transform is addedtracker_pre_offset
(TrackingOffset): [Read-Write] Offset applied to calculated location before tracker transform is addedupdate_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()
- add_blendable_to_camera(blendable_to_add, weight) → None¶
Adds a blendable object to the camera’s post process settings.
- Parameters
blendable_to_add (BlendableInterface) – The blendable that will be added to the post process settings
weight (float) – The weighting of the blendable’s alpha
- property cached_is_virtual_camera_controlled_by_remote_session¶
[Read-Only] Cached value for IsVirtualCameraControlledByRemoteSession()
- Type
(bool)
- property cached_should_update_target_camera_transform¶
[Read-Only] Cached value for IsVirtualCameraControlledByRemoteSession()
- Type
(bool)
- change_aperture_preset(shift_up) → float¶
Adjusts the aperture of the camera to an adjacent preset value.
- change_focal_length_preset(shift_up) → float¶
Adjust the focal length of the camera to an adjecent preset value.
- clear_active_level_sequence() → None¶
Clears the current level sequence player, needed when recording clean takes of something
- delete_preset(preset_name) → int32¶
Deletes a preset using its name as the key.
- Parameters
preset_name (str) – The name of the preset to delete
- Returns
the number of values associated with the key
- Return type
int32
- delete_screenshot(screenshot_name) → int32¶
Deletes a screenshot, using its name as the key.
- Parameters
screenshot_name (str) – The name of the screenshot to delete
- Returns
the number of values associated with the key
- Return type
int32
- delete_waypoint(waypoint_name) → int32¶
Deletes a waypoint, using its name as the key.
- Parameters
waypoint_name (str) – The name of the waypoint to delete
- Returns
the number of values associated with the key
- Return type
int32
- focus_method_changed(new_focus_method) → None¶
Blueprint event for when the focus method is changed.
- Parameters
new_focus_method (VirtualCameraFocusMethod) –
- get_active_level_sequence() → LevelSequence¶
Returns the currently selected sequence
- Returns
the current selected sequence; returns nullptr if no selected sequence
- Return type
- get_active_level_sequence_name() → str¶
Returns the asset name of the currently selected sequence
- Returns
the name of the crrent selected sequence; returns empty string if no selected sequence
- Return type
- get_axis_movement_scale(axis_to_retrieve) → float¶
Gets movement scale for a specific axis.
- Parameters
axis_to_retrieve (VirtualCameraAxis) – The axis of the scale value needed
- Returns
the movement scale for the given axis
- Return type
- get_axis_stabilization_scale(axis_to_retrieve) → float¶
Gets stabalization scale for a specific axis.
- Parameters
axis_to_retrieve (VirtualCameraAxis) – The axis of the stabilization value needed
- Returns
the stabilization scale for the given axis
- Return type
- get_current_aperture() → float¶
Get the current aperture value on the camera.
- Returns
the current aperture of the camera component
- Return type
- get_current_filmback_name() → str¶
Get the name of the current preset filmback option on the camera.
- Returns
the name of the current preset filmback option
- Return type
- get_current_focal_length() → float¶
Get the current focal length value on the camera.
- Returns
the current focal length of the camera being viewed
- Return type
- get_current_focus_distance() → float¶
Returns the current focus distance of the camera.
- Returns
the focal distance of the camera
- Return type
- get_current_focus_method() → VirtualCameraFocusMethod¶
Returns the current focus method.
- Returns
the focus method being used
- Return type
- get_current_sequence_frame_rate() → FrameRate¶
Get the frame rate of the currently selected sequence
- Returns
the frame rate in frames per second
- Return type
- get_current_sequence_playback_end() → FrameNumber¶
Get the end position of the currently selected sequence
- Returns
the end position of the sequence in FrameNumber
- Return type
- get_current_sequence_playback_start() → FrameNumber¶
Get the start position of the currently selected sequence
- Returns
the start position of the sequence in FrameNumber
- Return type
- get_custom_tracker_location_and_rotation() -> (out_tracker_location=Vector, out_tracker_rotation=Rotator)¶
Overridable function to allow user to get tracker data from blueprints.
- Returns
out_tracker_location (Vector): The current location of the tracker being used
out_tracker_rotation (Rotator): The current rotation of the tracker being used
- Return type
tuple
- get_desired_distance_units() → Unit¶
Returns previously set unit of distance.
- Returns
DesiredUnits - The unit that is used for distance measures like focus distance
- Return type
- get_distance_in_desired_units(input_distance, conversion_unit) → str¶
Converts a distance in unreal units (cm) to other units of measurement for display.
- get_filmback_preset_options() → Array(str) or None¶
Stores the names of all available filmback presets into an array.
- get_focus_plane_color() → Color¶
Get the current color of the focus plane that should be used
- Returns
The name of the current or next sequence that will be recorded
- Return type
- get_level_sequence_length() → FrameNumber¶
Gets the length of the currently selected level sequence
- Returns
the length of the level sequence in FrameNumber
- Return type
- get_level_sequences()¶
Returns the names of each level sequence asset in the project
- Returns
out_level_sequence_names (Array(LevelSequenceData)): Upon return, array will contain all available level sequence names
- Return type
- get_matte_aspect_ratio() → float¶
Returns the current matte aspect ratio.
- Returns
the current matte setting
- Return type
- get_matte_opacity() → float¶
Set the matte aspect ratio to a new value.
- Returns
The desired matte opacity to use
- Return type
- get_matte_values()¶
Returns the values of all matte options.
- get_playback_position() → FrameTime¶
Gets the playback position of the level sequence
- Returns
the current playback position
- Return type
- get_playback_timecode() → Timecode¶
Gets the playback Timecode of the level sequence
- Returns
the current playback Timecode
- Return type
- get_screenshot_info(screenshot_name) → VirtualCameraScreenshot¶
Returns the information associated with a Screenshot.
- Parameters
screenshot_name (str) – The name of the screenshot to retrieve
- Returns
out_screenshot_info (VirtualCameraScreenshot): Upon return, will hold the info for the screenshot.
- Return type
- get_screenshot_names()¶
Collects a list of existing screenshot names.
- get_settings_presets()¶
Returns a sorted TMap of the current presets.
- Returns
a sorted TMap of settings presets
- Return type
- get_target_camera() → CineCameraActor¶
Returns the target camera that was spawned for this play
- Returns
- Return type
- get_touch_input_state() → TouchInputState¶
Sets the current state of touch input.
- Returns
the current state of the input
- Return type
- get_waypoint_info(waypoint_name) → VirtualCameraWaypoint¶
Returns the information associated with a waypoint.
- Parameters
waypoint_name (str) – The name of the waypoint to retrieve
- Returns
out_waypoint_info (VirtualCameraWaypoint): Upon return, will hold the info for that waypoint.
- Return type
- get_waypoint_names()¶
Collects a list of existing waypoint names.
- initialize_auto_focus_point() → None¶
Sets the autofocus point to the correct starting location at the center of the screen
- property input_source¶
[Read-Write] Allows user to select which tracker input should be used
- Type
- is_axis_locked(axis_to_check) → bool¶
Checks if an axis is locked.
- Parameters
axis_to_check (VirtualCameraAxis) – The axis being checked
- Returns
true if locked false otherwise
- Return type
- is_focus_visualization_activated() → bool¶
Checks whether or not focus visualization is activate
- Returns
the current state of touch event visualization
- Return type
- is_focus_visualization_allowed() → bool¶
Checks whether or not focus visualization can activate
- Returns
the current state of touch event visualization
- Return type
- is_playing() → bool¶
Check to see if the sequence is playing
- Returns
if the sequence is playing
- Return type
- is_sequencer_locked_to_camera_cut() → bool¶
Gets the locked to camera cut from the active LevelSequence
- Returns
- Return type
- is_touch_input_in_focus_mode() → bool¶
Helper to check if touch input state is in a touch focus mode.
- Returns
if touch input is in touch focus mode
- Return type
- is_using_global_boom() → bool¶
Get whether or not global boom is being used when navigating with the joysticks
- Returns
- Return type
- is_virtual_camera_controlled_by_remote_session() → bool¶
Is this machine should display the Virtual Camera UI and establish a connection with the remote session app.
- Returns
- Return type
- jump_to_playback_position(frame_number) → None¶
Sets the playback position of the level sequence.
- Parameters
frame_number (FrameNumber) – New FrameNumber to jump to.
- load_screenshot_view(screenshot_name) → bool¶
Moves a camera to the location where a screenshot was taken and restores camera settings used for that screenshot.
- property on_offset_reset¶
[Read-Write] On Offset Reset
- on_record_enabled_state_changed(is_record_enabled) → None¶
Blueprint Event for updating if a sequence can be recorded or not.
- Parameters
is_record_enabled (bool) – If the loaded sequence can record or not.
- reset_camera_offsets_to_tracker() → None¶
Moves the camera back to actor root and aligns rotation with the input tracker.
- property root_actor¶
[Read-Only] Root Actor
- Type
- save_home_waypoint(new_home_waypoint_name) → None¶
Stores the new home waypoint location.
- Parameters
new_home_waypoint_name (str) – The name of the new home waypoint to use
- save_preset(save_camera_settings, save_stabilization, save_axis_locking, save_motion_scale) → str¶
Saves a preset into the list of presets.
- Parameters
- Returns
the name of the preset
- Return type
- save_waypoint() → str¶
Stores the current pawn location as a waypoint.
- Returns
the index of the new waypoint in the saved waypoints array
- Return type
- set_active_level_sequence(new_level_sequence) → bool¶
Changes the active level sequence to a new level sequence.
- Parameters
new_level_sequence (LevelSequence) –
- Returns
true if a valid level sequence player was found, false if no level sequence player is currently available
- Return type
- set_allow_focus_plane_visualization(should_allow_focus_visualization) → None¶
Sets whether or not to use focus visualization
- Parameters
should_allow_focus_visualization (bool) – the current state of touch event visualization
- set_axis_stabilization_scale(axis_to_adjust, new_stabilization_amount) → float¶
Sets the stabilization rate for a given lock.
- Parameters
axis_to_adjust (VirtualCameraAxis) – The axis whose stabilization rate should be changed
new_stabilization_amount (float) – The stabilization amount we should attempt to set the value
- Returns
the actual value the stabilization amount was set to after clamping
- Return type
- set_current_aperture(new_aperture) → None¶
Set the current aperture value on the camera.
- Parameters
new_aperture (float) – The current aperture of the camera component
- set_current_focal_length(new_focal_length) → None¶
Sets the current focal length of the cinematic camera to a given value.
- Parameters
new_focal_length (float) – The target focal length of the camera
- set_current_focus_distance(new_focus_distance) → None¶
Sets the current focus distance of the cinematic camera to a given value.
- Parameters
new_focus_distance (float) – The target focus distance of the camera
- set_desired_distance_units(desired_units) → None¶
Sets unit of distance.
- Parameters
desired_units (Unit) – The new unit to use for distance measures like focus distance
- set_filmback_preset_option(new_filmback_preset) → bool¶
Set the filmback settings to a new filmback preset.
- set_focus_method(new_focus_method) → None¶
Sets the camera focus method.
- Parameters
new_focus_method (VirtualCameraFocusMethod) – The new focus method to be used by the camera
- set_focus_plane_color(new_focus_plane_color) → None¶
Changes focus plane color.
- Parameters
new_focus_plane_color (Color) –
- set_focus_visualization(show_focus_visualization) → None¶
Toggles focus visualization tools on camera.
- Parameters
show_focus_visualization (bool) – The desired state of the visualization tools
- set_matte_opacity(new_matte_opacity) → None¶
Set the matte aspect ratio to a new value.
- Parameters
new_matte_opacity (float) – The desired matte aspect opacity to use
- set_movement_scale(axis_to_adjust, new_movement_scale) → None¶
Sets the movement scale of the camera actor.
- Parameters
axis_to_adjust (VirtualCameraAxis) – The axis to set movement scale on (setting for rotation axes is allowed but has no effect)
new_movement_scale (float) – The desired scaling factor for calculating movement along this axis
- set_preset_favorite_status(preset_name, is_favorite) → None¶
Sets whether or not a preset is favorited
- set_save_settings_when_closing(should_settings_save) → None¶
Sets whether settings should be saved on exit.
- Parameters
should_settings_save (bool) – Whether settings should be saved
- set_screenshot_favorite_status(screenshot_name, is_favorite) → None¶
Sets whether or not a screenshot is favorited
- set_sequencer_locked_to_camera_cut(lock_view) → None¶
Sets the locked to camera cut from the active LevelSequence
- Parameters
lock_view (bool) –
- set_touch_input_state(new_input_state) → None¶
Sets the current state of touch input.
- Parameters
new_input_state (TouchInputState) – The new state of the input
- set_use_global_boom(should_use_global_boom) → None¶
Sets whether or not global boom should be used when navigating with the joysticks
- Parameters
should_use_global_boom (bool) – True to use global Z axis, false to use local Z axis
- set_waypoint_favorite_status(waypoint_name, is_favorite) → None¶
Sets whether or not a waypoint is favorited
- set_zero_dutch_on_lock(value) → None¶
Set the value for the option to zero out dutch when locking that axis.
- Parameters
value (bool) – The new setting to use for zeroing dutch on lock
- should_save_settings_when_closing() → bool¶
Check whether settings should save when closing
- Returns
whether settings should save when closing
- Return type
- should_update_target_camera_transform() → bool¶
In multi user session, how should we update the information across different sessions.
- Returns
- Return type
- take_screenshot() → str¶
Takes a screenshot from the current view and saves the location and camera settings.
- Returns
the index of the saved screenshot in the screenshots array
- Return type
- property target_camera_actor_class¶
[Read-Only] Class of CameraActor to spawn to allow user to use their own customized camera
- toggle_axis_freeze(axis_to_toggle) → bool¶
Toggles the freeze on a given axis; returns new frozen state.
- Parameters
axis_to_toggle (VirtualCameraAxis) – The axis whose lock should be toggled
- Returns
the new frozen state of AxisToToggle (true = frozen)
- Return type
- toggle_axis_lock(axis_to_toggle) → bool¶
Toggles the lock on a given axis; returns new locked state.
- Parameters
axis_to_toggle (VirtualCameraAxis) – The axis whose lock should be turned on/off
- Returns
the new locked state of AxisToToggle (true = locked)
- Return type
- property tracker_post_offset¶
[Read-Only] Offset applied to calculated location after tracker transform is added
- Type
- property tracker_pre_offset¶
[Read-Only] Offset applied to calculated location before tracker transform is added
- Type