Camera modifier that frames a target by rotating in place.
Verse using statement |
using { /Fortnite.com/SceneGraphCameras } |
Inheritance Hierarchy
This class is derived from the following hierarchy, starting with camera_modifier:
| Name | Description |
|---|---|
camera_modifier |
Base class for objects that can modify the output state of a camera. |
fort_base_framing_camera_modifier |
Base class for camera modifiers that frame a target. |
Members
This class has both data members and functions.
Data
| Data Member Name | Type | Description |
|---|---|---|
CanPitch |
logic |
Whether the camera can rotate vertically (pitch). |
CanYaw |
logic |
Whether the camera can rotate laterally (yaw). |
DeadZoneScreenSpaceBottom |
?float |
The size of the dead zone, i.e. the zone inside which the target can freely move. Sizes are expressed screen percentages around the desired framing location. |
DeadZoneScreenSpaceLeft |
?float |
The size of the dead zone, i.e. the zone inside which the target can freely move. Sizes are expressed screen percentages around the desired framing location. |
DeadZoneScreenSpaceRight |
?float |
The size of the dead zone, i.e. the zone inside which the target can freely move. Sizes are expressed screen percentages around the desired framing location. |
DeadZoneScreenSpaceTop |
?float |
The size of the dead zone, i.e. the zone inside which the target can freely move. Sizes are expressed screen percentages around the desired framing location. |
DisengageTimeSeconds |
?float |
The time spent ramping down the reframing after entering the dead zone. If set to zero or a negative value, reframing will immediately stop once the target has entered the dead zone. Otherwise, the ReframeDampingFactor will interpolate towards zero over the specified amount of seconds. |
IdealFramingLocationScreenSpaceLeft |
?float |
The ideal horizontal screen-space position of the target. |
IdealFramingLocationScreenSpaceUp |
?float |
The ideal vertical screen-space position of the target. |
LowReframeDampingFactor |
??float |
If valid, the recentering damping factor will interpolate between LowReframeDampingFactor and ReframeDampingFactor as the target moves between the ideal target position and the boundaries of the hard-zone. If invalid, no interpolation occurs and the damping factor is always equal to ReframeDampingFactor. |
ReengageTimeSeconds |
?float |
The time spent ramping up the reframing after exiting the dead zone. If set to zero or a negative value, reframing will immediately restart once the target has exited the dead zone. Otherwise the ReframeDampingFactor will interpolate from zero to its desired value over the specified amount of seconds. |
ReframeDampingFactor |
?float |
The damping factor for how fast the framing recenters on the target. |
ShouldInitializeWithIdealFraming |
logic |
Whether to frame the target with the ideal framing immediately on the first frame. |
SoftZoneScreenSpaceBottom |
?float |
The margins of the soft zone, i.e. the zone inside which the reframing will engage, in order to bring the target back towards the ideal framing position. If the target is outside of the soft zone, it will be forcibly and immedialy brought back to its edges, so this zone also defines the "hard" or "safe" zone of framing. Sizes are expressed in screen percentages from the edges. |
SoftZoneScreenSpaceLeft |
?float |
The margins of the soft zone, i.e. the zone inside which the reframing will engage, in order to bring the target back towards the ideal framing position. If the target is outside of the soft zone, it will be forcibly and immedialy brought back to its edges, so this zone also defines the "hard" or "safe" zone of framing. Sizes are expressed in screen percentages from the edges. |
SoftZoneScreenSpaceRight |
?float |
The margins of the soft zone, i.e. the zone inside which the reframing will engage, in order to bring the target back towards the ideal framing position. If the target is outside of the soft zone, it will be forcibly and immedialy brought back to its edges, so this zone also defines the "hard" or "safe" zone of framing. Sizes are expressed in screen percentages from the edges. |
SoftZoneScreenSpaceTop |
?float |
The margins of the soft zone, i.e. the zone inside which the reframing will engage, in order to bring the target back towards the ideal framing position. If the target is outside of the soft zone, it will be forcibly and immedialy brought back to its edges, so this zone also defines the "hard" or "safe" zone of framing. Sizes are expressed in screen percentages from the edges. |
TargetEntities |
?[entity]float |
Targets to frame, mapping each target entity to the weight it contributes to the framing calculation. |
TargetMovementAnticipationTimeSeconds |
?float |
How far ahead to look in time when attempting to anticipate the movement of the target. |
WeightedTargets |
?[]fort_weighted_target_entity |
Functions
| Function Name | Description |
|---|---|
Evaluate |