code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetNodesContainingModifier_Implementation ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier ) const


module: VCamExtensions

code: virtual bool GetParentNode_Implementation ( [FName](API\Runtime\Core\UObject\FName) ChildGroup, [FName](API\Runtime\Core\UObject\FName) & ParentGroup ) const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetRootNode_Implementation() const


code: UTargetModifierPerNodeHierarchyRules()


className: UTargetModifierPerNodeHierarchyRules


className: FTargettedModifierStyleConfig

ConnectionPointStyles

type: TMap<FName,FW...

description: Key: Name of a connection point on the modifier

ModifierStyles

type: FWidgetStyleDat...


className: FPerModifierClassWidgetSytleData

ConnectionPointStyles

description: Meta data that is attached to a custom name, such as a connection point or group name (if using e.g. UClassBasedModifierHierarchyRules)

description: Data to attach to modifiers matching the associated class.


className: FWidgetStyleDataArray

Styles

type: TArray<TObject...


className: FWidgetStyleDataConfig

bInherit

type: bool

description: Whether to inherit the meta data of modifier's parent class(es).


className: UButtonWidgetStyleData

description: Associates a button style for widgets that want to display a button for a modifier / connection point.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UButtonWidgetStyleData : public [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData)

ButtonStyle

type: FButtonStyle


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * > GetStylesForConnectionPoint_Implementation ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier, [FName](API\Runtime\Core\UObject\FName) ConnectionPointId ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * > GetStylesForName_Implementation ( [FName](API\Runtime\Core\UObject\FName) Category ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera", Meta=(DeterminesOutputType="Class")) [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * GetStyleForConnectionPointByClass ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier, [FName](API\Runtime\Core\UObject\FName) ConnectionPoint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) > Class ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * > GetStylesForModifier_Implementation ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier ) const


className: UClassBasedWidgetStyleDefinitions

description: Assigns meta data based on modifier class. To every modifier class you can assign meta data.

CategoriesWithoutModifier

description: Meta data that is not bound to any modifier but just to a simple name.

Config

type: TMap<TSubclass...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera", Meta=(DeterminesOutputType="Class")) [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * GetStyleForModifierByClass ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) > Class ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera", Meta=(DeterminesOutputType="Class")) [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * GetStyleForNameByClass ( [FName](API\Runtime\Core\UObject\FName) Category, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) > Class ) const


description: Retrieves all meta data that is associated for a given modifier and a sub-category name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintNativeEvent, Category="Virtual Camera") [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * > GetStylesForConnectionPoint ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier, [FName](API\Runtime\Core\UObject\FName) ConnectionPoint ) const


description: Retrieves all meta data that is associated for a given modifier.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintNativeEvent, Category="Virtual Camera") [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * > GetStylesForModifier ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier ) const


description: Retrieves all meta data that is associated with a given a category name; this data is not associated with any kind of modifier.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintNativeEvent, Category="Virtual Camera") [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * > GetStylesForName ( [FName](API\Runtime\Core\UObject\FName) Category ) const


className: UModifierBoundWidgetStyleDefinitions

description: Associates information with modifiers and their connection points. You can use it to retrieve custom information assigned to a modifier and / or its connections, such as what icon a button representing that widget should have.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, EditInlineNew) class UModifierBoundWidgetStyleDefinitions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera") [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * > GetStylesForConnectionPoint ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier, [FName](API\Runtime\Core\UObject\FName) ConnectionPoint ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera") [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * > GetStylesForName ( [FName](API\Runtime\Core\UObject\FName) Category ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera") [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetStyleData](API\Plugins\VCamExtensions\Styling\UWidgetStyleData) * > GetStylesForModifier ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier ) const


className: UModifierBoundWidgetStylesAsset

description: For example, you can retrieve custom style info assigned to a modifier and / or its connections, such as what icon a button representing that widget should have.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UModifierBoundWidgetStylesAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Rules

type: TObjectPtr<UMo...


className: UTargetBasedWidgetStyleDefinitions

CategoriesWithoutModifier

description: Styles that is not bound to any modifier but just to a name.

ModifierToStyle

type: TMap<FName,FT...

description: Key: Name of a modifier in a VCam's stack entry.


className: UWidgetStyleData

description: Base class for data that can be associated with modifiers / their connection points.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, EditInlineNew) class UWidgetStyleData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: FAnalogInputDelegate

module: VCamInput

code: class FAnalogInputDelegate


className: FKeyInputDelegate

code: class FKeyInputDelegate


className: FMotionInputEvent

code: class FMotionInputEvent


className: FOnKeySelected

code: class FOnKeySelected


className: FOnKeySelectionCanceled

code: class FOnKeySelectionCanceled


className: FPointerInputDelegate

code: class FPointerInputDelegate


description: Analog axis input

code: virtual bool HandleAnalogInputEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogInputEvent )


description: Key down input

code: virtual bool HandleKeyDownEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Key up input

code: virtual bool HandleKeyUpEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Mouse button double clicked.

code: virtual bool HandleMouseButtonDoubleClickEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse button press

code: virtual bool HandleMouseButtonDownEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse movement input

code: virtual bool HandleMouseMoveEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Input Tick

code: virtual void Tick ( const float DeltaTime, [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ICursor](API\Runtime\ApplicationCore\GenericPlatform\ICursor) > Cursor )


code: bool operator== ( const [FVCamInputProfile](API\Plugins\VCamInput\FVCamInputProfile) & OtherProfile ) const


className: FVCamInputProfile

MappableKeyOverrides

type: TMap<FName,FK...


className: DelegateArrayType

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [TTimestampedDelegateStore](API\Plugins\VCamInput\TTimestampedDelegateStore)< T >> DelegateArrayType


code: void AddDelegate ( const [FKey](API\Runtime\InputCore\FKey) InKey, T & InDelegate )


description: Find the delegates for the specific key.

code: [DelegateArrayType](API\Plugins\VCamInput\TInputDelegateStore\DelegateArrayType) * FindDelegateArray ( const [FKey](API\Runtime\InputCore\FKey) InKey )


code: void RemoveDelegate ( const [FKey](API\Runtime\InputCore\FKey) InKey, T & InDelegate )


className: TInputDelegateStore

description: Maps a set of FKeys to Timestamped Delegate Stores with some additional convenience functions.

code: template<typename T> struct TInputDelegateStore

DelegateMap

type: TMap<FKey,Del...


code: const T & GetDelegate ( double EvaluationTime, float & DeltaTime )


code: TTimestampedDelegateStore ( T & InDelegate )


className: FVCamInputProcessor

code: class FVCamInputProcessor : public [IInputProcessor](API\Runtime\Slate\Framework\Application\IInputProcessor)

AnalogDelegateStore

type: TInputDelegateS...


className: TTimestampedDelegateStore

description: Store a delegate and track delta times since the delegate was last accessed.

code: template<typename T> struct TTimestampedDelegateStore


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VCam Input") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetInputProfileNames() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VCam") static [UVCamInputSettings](API\Plugins\VCamInput\UVCamInputSettings) * GetVCamInputSettings()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VCam Input") void SetDefaultInputProfile ( const [FName](API\Runtime\Core\UObject\FName) NewDefaultInputProfile )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VCam Input") void SetInputProfiles ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FVCamInputProfile](API\Plugins\VCamInput\FVCamInputProfile) > & NewInputProfiles )


className: UVCamInputSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game) class UVCamInputSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

DefaultInputProfile

type: FName

InputProfiles

type: TMap<FName,FV...


description: Todo: Fix up derived classes to implement newAllocateResources().

module: VertexDeltaModel

code: virtual void AllocateResources ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


description: Collect parameter data required to dispatch work.

code: virtual void GatherDispatchData ( [FDispatchData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FDispatchData) const & InDispatchData )


code: FVertexDeltaGraphDataProviderProxy ( [UMLDeformerComponent](API\Plugins\MLDeformerFramework\UMLDeformerComponent) * DeformerComponent )


className: FVertexDeltaGraphDataProviderProxy

description: Compute Framework Data Provider Proxy for MLDeformer data.

Buffer

type: FRDGBuffer*...

BufferSRV

type: FRDGBufferSRV&...

SkeletalMeshObject

type: FSkeletalMeshOb...

VertexDeltaModelInstance

type: UVertexDeltaMod...

VertexMapBufferSRV

type: FRHIShaderResou...

Weight

type: float


description: Instantiate an associatedUComputeDataProvider.

code: virtual [UComputeDataProvider](API\Plugins\ComputeFramework\ComputeFramework\UComputeDataProvider) * CreateDataProvider ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InBinding, uint64 InInputMask, uint64 InOutputMask ) const


description: Returns the name to show on the node that will proxy this interface in the graph view.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayName() const


description: Gather the shader code for this data provider.

code: virtual void GetHLSL ( [FString](API\Runtime\Core\Containers\FString) & OutHLSL, [FString](API\Runtime\Core\Containers\FString) const & InDataInterfaceName ) const


description: Returns the list of pins that will map to the shader functions provided by this data interface.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FOptimusCDIPinDefinition](API\Plugins\OptimusCore\FOptimusCDIPinDefinition) > GetPinDefinitions() const


description: Returns the component type that this data interface operates on.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetRequiredComponentClass() const


description: Get a hash that changes on any data interface changes that affect kernel compilation.

code: virtual void GetShaderHash ( [FString](API\Runtime\Core\Containers\FString) & InOutKey ) const


description: Gather the shader metadata exposed by the data provider payload.

code: virtual void GetShaderParameters ( TCHAR const * UID, [FShaderParametersMetadataBuilder](API\Runtime\RenderCore\FShaderParametersMetadataBuilder) & InOutBuilder, [FShaderParametersMetadataAllocations](API\Plugins\ComputeFramework\ComputeFramework\FShaderParameter-) & InOutAllocations ) const


description: If the data interface HLSL comes from a file this should fill the virtual file path. This is used to resolve shader compilation errors.

code: virtual TCHAR const * GetShaderVirtualPath() const


description: Get the data interface functions available to fulfill external inputs of a kernel.

code: virtual void GetSupportedInputs ( [TArray](API\Runtime\Core\Containers\TArray)< [FShaderFunctionDefinition](API\Plugins\ComputeFramework\ComputeFramework\FShaderFunctionDefinition) > & OutFunctions ) const


className: TemplateFilePath

code: static TCHAR const * TemplateFilePath = TEXT("/Plugin/VertexDeltaModel/Private/VertexDeltaModelHeatMap.ush");


description: Compute Framework Data Interface for MLDeformer debugging data. This interfaces to editor only data, and so will only give valid results in that context.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Deprecated, Category=ComputeFramework, Meta=(DeprecationMessage="Please use UMLDeformerGraphDebugDataInterface instead.")) class UDEPRECATED_VertexDeltaGraphDebugDataInterface : public [UOptimusComputeDataInterface](API\Plugins\OptimusCore\UOptimusComputeDataInterface)


description: Get an associated render thread proxy object. Currently these are created and destroyed per frame by theFComputeGraphInstance.


description: Compute Framework Data Provider for MLDeformer debugging data.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Deprecated, BlueprintType, EditInlineNew, Category=ComputeFramework, Meta=(DeprecationMessage="Please use UMLDeformerGraphDebugDataProvider instead.")) class UDEPRECATED_VertexDeltaGraphDebugDataProvider : public [UComputeDataProvider](API\Plugins\ComputeFramework\ComputeFramework\UComputeDataProvider)

DeformerAsset

type: TObjectPtr<UML...


code: namespace UE { namespace VertexDeltaModel { void UE::VertexDeltaModel::AllocateResources ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder ) } }


code: namespace UE { namespace VertexDeltaModel { void UE::VertexDeltaModel::GatherDispatchData ( FDispatchData const & InDispatchData ) } }


code: namespace UE { namespace VertexDeltaModel { [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & UE::VertexDeltaModel::GetGroundTruthPositions() } }


code: namespace UE { namespace VertexDeltaModel { virtual void UE::VertexDeltaModel::HandleZeroGroundTruthPositions() } }


code: namespace UE { namespace VertexDeltaModel { bool UE::VertexDeltaModel::IsValid ( FValidationData const & InValidationData ) const } }


description: Return true if the associatedUComputeDataProviderholds data that can be combined into a single dispatch invocation.

code: virtual bool CanSupportUnifiedDispatch() const


code: virtual [UComputeDataProvider](API\Plugins\ComputeFramework\ComputeFramework\UComputeDataProvider) * CreateDataProvider ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InBinding, uint64 InInputMask, uint64 InOutputMask ) const


description: Get a name for referencing the data interface its shader parameter structures. The InUniqueIndex is optional for use in generating the name.

code: virtual TCHAR const * GetClassName() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayName() const


code: virtual void GetHLSL ( [FString](API\Runtime\Core\Containers\FString) & OutHLSL, [FString](API\Runtime\Core\Containers\FString) const & InDataInterfaceName ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FOptimusCDIPinDefinition](API\Plugins\OptimusCore\FOptimusCDIPinDefinition) > GetPinDefinitions() const


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetRequiredComponentClass() const


code: virtual void GetShaderHash ( [FString](API\Runtime\Core\Containers\FString) & InOutKey ) const


code: virtual void GetShaderParameters ( TCHAR const * UID, [FShaderParametersMetadataBuilder](API\Runtime\RenderCore\FShaderParametersMetadataBuilder) & InOutBuilder, [FShaderParametersMetadataAllocations](API\Plugins\ComputeFramework\ComputeFramework\FShaderParameter-) & InOutAllocations ) const


code: virtual TCHAR const * GetShaderVirtualPath() const


code: static TCHAR const * TemplateFilePath = TEXT("/Plugin/VertexDeltaModel/Private/VertexDeltaModel.ush");


className: UVertexDeltaGraphDataInterface

description: Compute Framework Data Interface for MLDefomer data.


className: UVertexDeltaGraphDataProvider

description: Compute Framework Data Provider for MLDeformer data.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, Category=ComputeFramework) class UVertexDeltaGraphDataProvider : public [UComputeDataProvider](API\Plugins\ComputeFramework\ComputeFramework\UComputeDataProvider)

DeformerComponent

description: The deformer component that this data provider works on.


code: virtual [UMLDeformerModelInstance](API\Plugins\MLDeformerFramework\UMLDeformerModelInstance) * CreateModelInstance ( [UMLDeformerComponent](API\Plugins\MLDeformerFramework\UMLDeformerComponent) * Component )


code: int32 GetBatchSize() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultDeformerGraphAssetPath() const


code: float GetLearningRate() const


code: const [FString](API\Runtime\Core\Containers\FString) GetNNERuntimeName() const


code: int32 GetNumHiddenLayers() const


code: int32 GetNumNeuronsPerLayer() const


code: int32 GetNumIterations() const


code: virtual bool IsNeuralNetworkOnGPU() const


code: void SetNNEModelData ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UNNEModelData](API\Plugins\NNE\UNNEModelData) > ModelData )


code: virtual void UpdateMemoryUsage()


code: UVertexDeltaModel ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UVertexDeltaModel

description: The vertex delta model, which uses a GPU based neural network. This model acts more as an example of how to implement a model that only uses the GPU. It is not as efficient as the Neural Morph Model, even though that model runs on the CPU. Unlike the Neural Morph Model this Vertex Delta Model does not generate any morph targets. All the vertex deltas are directly output by the neural network. This buffer of output deltas remains on the GPU and is then used as input buffer directly inside an optimus deformer graph.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVertexDeltaModel : public [UMLDeformerGeomCacheModel](API\Plugins\MLDeformerFramework\UMLDeformerGeomCacheModel)

BatchSize

description: The number of frames per batch when training the model.

LearningRate

description: The learning rate used during the model training.

NNEModel

type: TObjectPtr<UNN...

description: The NNE neural network model.

NumHiddenLayers

description: The number of hidden layers that the neural network model will have.

NumIterations

description: The number of iterations to train the model for.

NumNeuronsPerLayer

description: The number of units/neurons per hidden layer.


description:
Check whether the deformer is compatible with a given skeletal mesh component. This internally also edits the value returned byGetCompatibilityErrorText().
Returns the error string. When the returned string is empty, there were no errors and thus the specified skeletal mesh component is compatible.

code: virtual [FString](API\Runtime\Core\Containers\FString) CheckCompatibility ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelMeshComponent, bool bLogIssues )


description: Execute the model instance, which can run the neural network inference in case the model uses a neural network. This already assumes that compatibility checks are done, and that the network inputs are set etc.

code: virtual void Execute ( float ModelWeight )


description:
Get the RDG Neural Network Model Instance
The IModelInstanceRDG if successfully created, or nullptr

code: [UE::NNE::IModelInstanceRDG](API\Plugins\NNE\IModelInstanceRDG) * GetNNEModelInstanceRDG() const


description:
Get the output vertex delta buffer
TheFRDGBufferfor vertex deltas

code: [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) > GetOutputRDGBuffer() const


description:
Get the render graph buffer description required for the output of a neural network. Return false if a flat buffer is not appropriate
True if the OutputTensorDescs can be represented by a flat floatFRDGBuffer

code: bool GetRDGVertexBufferDesc ( TConstArrayView< [UE::NNE::FTensorDesc](API\Plugins\NNE\FTensorDesc) > & InOutputTensorDescs, [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) & OutBufferDesc )


code: [UVertexDeltaModel](API\Plugins\VertexDeltaModel\UVertexDeltaModel) * GetVertexDeltaModel() const


description:
Check if we are in a valid state for the deformer graph's data provider. In the base class this will check whether the neural network is valid, if the vertex map buffer is valid and whether the neural network instance handle is valid.
Returns true if the data provider in would be in a valid state, otherwise false is returned.

code: virtual bool IsValidForDataProvider() const


description: Initialize this model, after the ML deformer component has been initialized. This is a post-step after component initialization. It can be used to register things such as external morph target sets that are generated by this model.


description:
Setup the neural network for this frame. This has to perform compatibility checks, valid pointer checks, and call the SetNeuralNetworkInputValues. After this method is executed, the neural network should be ready to execute. TheUMLDeformerModelInstance::Tickmethod internally calls both the SetupNeuralNetworkForFrame and RunNeuralNetwork methods.
Returns true when the setup is done correctly and the neural network is ready to be executed. Otherwise false is returned, which can happen when the NeuralNetwork pointer is invalid, when the model is not set, when the network is not compatible, etc.

code: virtual bool SetupInputs()


className: UVertexDeltaModelInstance


className: UVertexDeltaModelVizSettings

description: The vizualization settings specific to the the vertex delta model. This is inherited from theUMLDeformerGeomCacheVizSettings. We cannot directly use that as we have to register the detail customization using a unique class for our model. This is the reason why we just inherit a new class from it.


description:
Get the path to the heat map deformer graph asset.
The path to the heat map deformer graph asset.

module: VertexDeltaModelEditor

code: virtual [FString](API\Runtime\Core\Containers\FString) GetHeatMapDeformerGraphPath() const


description: Overload this method to report a name for your referencer

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const


description:
Check whether our model is trained or not. This is determined by looking whether the neural network pointer is nullptr or not.
Returns true when the model is trained already, or false if it hasn't been trained yet.

code: virtual bool IsTrained() const


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UNNEModelData](API\Plugins\NNE\UNNEModelData) > LoadNeuralNetworkFromOnnx ( const [FString](API\Runtime\Core\Containers\FString) & Filename ) const


description: Load the trained network from an onnx file. The filename of the onnx file is determined by the GetTrainedNetworkOnnxFile method.

code: virtual bool LoadTrainedNetwork() const


description: We need to implement this static MakeInstance method.

code: static [FMLDeformerEditorModel](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerEditorModel) * MakeInstance()


className: FVertexDeltaEditorModel

description: The editor model for aUVertexDeltaModel.

code: class FVertexDeltaEditorModel : public [UE::MLDeformer::FMLDeformerGeomCacheEditorModel](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerGeomCacheEditorModel)


description:
Calling the TrainModel function inside will then trigger the Python train method to be called.
The training result.


description: Called when details should be customized

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


className: FVertexDeltaModelDetails

description: The detail customization for the vertex delta model. This basically just adds the properties specific to the vertex delta model to the trainings settings. But as we inherit from the FMLDeformerGeomCacheModelDetails class, it directly creates all the other properties for us as well, and inserts error messages when something is wrong, creates some groups, etc.


description: Makes a new instance of this detail layout class for a specific detail view requesting it.

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


className: FVertexDeltaModelVizSettingsDetails

description: The detail customization for the vertex delta model visualization settings. We inherit from a base class as that already takes care of some nice grouping of properties, some error reporting in case of issues, and some nice grouping of settings.


description: UMLDeformerTrainingModel

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Python") int32 Train() const


className: UVertexDeltaTrainingModel

description: The training model for the vertex delta model. This class is our link to the Python training.


module: VirtualCamera

code: virtual void AddBlendableToCamera_Implementation ( const [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface) > & InBlendableToAdd, float InWeight )


code: virtual void AddOnVirtualCameraUpdatedDelegate_Implementation ( const [FVirtualCameraTickDelegate](API\Plugins\VirtualCamera\FVirtualCameraTickDelegate) & InDelegate )


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


code: virtual int32 DeletePreset_Implementation ( const [FString](API\Runtime\Core\Containers\FString) & PresetName )


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetControllerWorld()


code: virtual FTransform GetRelativeTransform_Implementation() const


code: virtual [USceneCaptureComponent2D](API\Runtime\Engine\Components\USceneCaptureComponent2D) * GetSceneCaptureComponent_Implementation() const


code: virtual [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * GetStreamedCameraComponent_Implementation() const


code: virtual bool IsStreaming_Implementation() const


code: virtual void RemoveOnVirtualCameraUpdatedDelegate_Implementation ( const [FVirtualCameraTickDelegate](API\Plugins\VirtualCamera\FVirtualCameraTickDelegate) & InDelegate )


code: virtual bool LoadPreset_Implementation ( const [FString](API\Runtime\Core\Containers\FString) & PresetName )


className: PresetIndex

description: The next preset number

code: static int32 PresetIndex = 1;


code: virtual [FString](API\Runtime\Core\Containers\FString) SavePreset_Implementation ( const bool bSaveCameraSettings, const bool bSaveStabilization, const bool bSaveAxisLocking, const bool bSaveMotionScale )


code: virtual void SetBeforeSetVirtualCameraTransformDelegate_Implementation ( const [FPreSetVirtualCameraTransform](API\Plugins\VirtualCamera\FPreSetVirtualCameraTransform) & InDelegate )


code: virtual void SetDesiredDistanceUnits_Implementation ( const EUnit DesiredUnits )


code: virtual void SetFocusVisualization_Implementation ( bool bInShowFocusVisualization )


code: virtual void SetLiveLinkRepresentation_Implementation ( const [FLiveLinkSubjectRepresentation](API\Runtime\LiveLinkInterface\FLiveLinkSubjectRepresentation) & InLiveLinkRepresentation )


code: virtual void SetOnActorClickedDelegate_Implementation ( const [FOnActorClickedDelegate](API\Plugins\VirtualCamera\FOnActorClickedDelegate) & InDelegate )


code: virtual void SetSaveSettingsOnStopStreaming_Implementation ( bool bShouldSettingsSave )


code: virtual void SetTrackedActorForFocus_Implementation ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActorToTrack, const FVector & InTrackingPointOffset )


description: If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

code: virtual bool ShouldTickIfViewportsOnly() const


code: virtual bool ShouldSaveSettingsOnStopStreaming_Implementation() const


code: virtual bool StartStreaming()


code: virtual bool StopStreaming()


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


code: AVirtualCameraActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: AVirtualCameraActor ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: AVirtualCameraActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, BlueprintType, Category="VirtualCamera", DisplayName="VirtualCameraActor") class AVirtualCameraActor : public [ACineCameraActor](API\Runtime\CinematicCamera\ACineCameraActor), public [IVirtualCameraController](API\Plugins\VirtualCamera\IVirtualCameraController), public [IVirtualCameraPresetContainer](API\Plugins\VirtualCamera\IVirtualCameraPresetContainer), public [IVirtualCameraOptions](API\Plugins\VirtualCamera\IVirtualCameraOptions)

ActorWorld

type: TObjectPtr<UWo...

bAllowFocusVisualization

type: bool

description: Should focus plane be shown on all touch focus events

bSaveSettingsOnStopStreaming

description: Whether to save all settings when streaming is stopped

CameraScreenWidget

type: TObjectPtr<UVP...

CameraUMGClass

type: TSubclassOf<UU...

DesiredDistanceUnits

type: EUnit

description: The desired unit in which to display focus distance

LiveLinkSubject

type: FLiveLinkSubjec...

MediaCapture

type: TObjectPtr<URe...

MovementComponent

type: TObjectPtr<UVi...

OnActorClickedDelegate

type: FOnActorClicked...

description: Delegate that will be triggered when an actor has been clicked/touched.

OnPreSetVirtualCameraTransform

type: FPreSetVirtualC...

description: Delegate that will is triggered before transform is set onto Actor.

OnVirtualCameraUpdatedDelegates

type: FVirtualCameraT...

description: This delegate is triggered at the end of a tick in editor/pie/game.

PreviousViewTarget

type: TObjectPtr<AAc...

SceneCaptureComponent

type: TObjectPtr<USc...

SettingsPresets

type: TMap<FString, ...

description: Stores the list of settings presets, and saved presets


code: virtual void BeginPlay()


description:
Deletes a preset using its name as the key.
the number of values associated with the key

code: int32 DeletePreset ( const [FString](API\Runtime\Core\Containers\FString) & PresetName )


code: virtual int32 DeletePreset_Implementation ( const [FString](API\Runtime\Core\Containers\FString) & PresetName )


description:
Deletes a screenshot, using its name as the key.
the number of values associated with the key

code: int32 DeleteScreenshot ( const [FString](API\Runtime\Core\Containers\FString) & ScreenshotName )


description:
Deletes a waypoint, using its name as the key.
the number of values associated with the key

code: int32 DeleteWaypoint ( const [FString](API\Runtime\Core\Containers\FString) & WaypointName )


code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description:
Set the matte aspect ratio to a new value.
DesiredUnits - The new unit to use for distance measures like focus distance

code: EUnit GetDesiredDistanceUnits() const


description:
Gets whether settings should save when closing.
whether settings should save when closing

code: bool GetSaveSettingsWhenClosing() const


description: Returns the information associated with a Screenshot.

code: void GetScreenshotInfo ( const [FString](API\Runtime\Core\Containers\FString) ScreenshotName, [FVirtualCameraScreenshot](API\Plugins\VirtualCamera\FVirtualCameraScreenshot) & OutScreenshotInfo ) const


description: Collects a list of existing screenshot names into an out array.

code: void GetScreenshotNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutArray ) const


description:
Returns a sortedTMapof the current presets.
a sortedTMapof settings presets


description: Returns the information associated with a waypoint.

code: void GetWaypointInfo ( const [FString](API\Runtime\Core\Containers\FString) WaypointName, [FVirtualCameraWaypoint](API\Plugins\VirtualCamera\FVirtualCameraWaypoint) & OutWaypointInfo ) const


description: Collects a list of existing waypoint names into an out array.

code: void GetWaypointNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutArray ) const


description: Blueprint event to trigger the highlighting of a specific actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void HighlightTappedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * HighlightedActor )


description:
Check to see if the camera is in autofocus mode.
true if camera should be autofocusing, false if not

code: bool IsAutoFocusEnabled() const


description:
Convenience function to leftpad numbers with zeros
The input number padded to be at least MinNumberOfCharacters in length

code: [FString](API\Runtime\Core\Containers\FString) LeftPadWithZeros ( int32 InNumber, int32 MinNumberOfCharacters ) const


description: Blueprint event for signaling UI that game settings have been loaded.


description:
Loads a preset using its name as a string key.
true if successful, false otherwise

code: bool LoadPreset ( const [FString](API\Runtime\Core\Containers\FString) & PresetName )


code: virtual bool LoadPreset_Implementation ( const [FString](API\Runtime\Core\Containers\FString) & PresetName )


description:
Moves a camera to the location where a screenshot was taken and restores camera settings used for that screenshot.
whether or not the load was successful

code: bool LoadScreenshotView ( const [FString](API\Runtime\Core\Containers\FString) & ScreenshotIndex )


description: Loads camera settings from a saved file.

code: void LoadSettings()


description: The next preset number

code: static int32 PresetIndex = 1;


description: Send any movement input data forward to the Movement Component.

code: void ProcessMovementInput ( const FVector & Location, const FRotator & Rotation )


description: Stores the new home location.

code: void SaveHomeWaypoint ( const [FString](API\Runtime\Core\Containers\FString) & NewHomeWaypointName )


description:
Change the name of a waypoint to a different name.
true if the renaming operation was successful, false if not

code: bool RenameWaypoint ( const [FString](API\Runtime\Core\Containers\FString) & TargetWaypoint, const [FString](API\Runtime\Core\Containers\FString) & NewWaypointName )


description:
Saves a preset into the list of presets.
the name of the preset

code: [FString](API\Runtime\Core\Containers\FString) SavePreset ( const bool bSaveCameraSettings, const bool bSaveStabilization, const bool bSaveAxisLocking, const bool bSaveMotionScale )


code: virtual [FString](API\Runtime\Core\Containers\FString) SavePreset_Implementation ( const bool bSaveCameraSettings, const bool bSaveStabilization, const bool bSaveAxisLocking, const bool bSaveMotionScale )


description: Stores the current camera settings to a save file for later use.

code: void SaveSettings()


description:
Stores the current pawn location as a waypoint.
the index of the new waypoint in the saved waypoints array


className: ScreenshotIndex

description: The next screenshot number

code: static int32 ScreenshotIndex = 1;


description: Sets whether or not focus visualization can activate

code: void SetAllowFocusPlaneVisualization ( bool bShouldAllowFocusVisualization )


code: virtual void SetDesiredDistanceUnits_Implementation ( const EUnit DesiredUnits )


description: Set the matte aspect ratio to a new value.

code: void SetDesiredDistanceUnits ( const EUnit DesiredUnits )


code: bool RenameScreenshotLocation ( const [FString](API\Runtime\Core\Containers\FString) & TargetWaypoint, const [FString](API\Runtime\Core\Containers\FString) & NewWaypointName )


description: Sets whether or not a preset is favorited

code: void SetPresetFavoriteStatus ( const [FString](API\Runtime\Core\Containers\FString) & PresetName, const bool bIsFavorite )


description: Sets whether or not a screenshot is favorited

code: void SetScreenshotFavoriteStatus ( const [FString](API\Runtime\Core\Containers\FString) & ScreenshotName, const bool bIsFavorite )


description: Forwards tracked actor changes to the camera component to be handled.

code: void SetTrackedActorForFocus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToTrack, FVector TrackingPointOffset )


description: Sets whether or not a waypoint is favorited

code: void SetWaypointFavoriteStatus ( const [FString](API\Runtime\Core\Containers\FString) & WaypointName, const bool bIsFavorite )


description:
Takes a screenshot from the current view and saves the location and camera settings.
the index of the saved screenshot in the screenshots array


description:
Teleports the pawn to the current marked home waypoint.
true if the teleport was successful

code: bool TeleportToHomeWaypoint()


description:
Teleports the pawn to a location associated with the specified waypoint.
true if the teleport was successful

code: bool TeleportToWaypoint ( const [FString](API\Runtime\Core\Containers\FString) & WaypointName )


description: Sets whether settings should be saved on exit.

code: void SetSaveSettingsWhenClosing ( const bool bShouldSettingsSave )


className: WaypointIndex

description: The next waypoint number

code: static int32 WaypointIndex = 1;


description: Blueprint event to trigger focus plane visualization for a set amount of time.


description: Forwards any focus change commands from outside sources to the camera component.

code: void SetFocusDistance ( const float NewFocusDistance )


description: Updates the current settings to reflect those in the preset.

code: void UpdateSettingsFromPreset ( [FVirtualCameraSettingsPreset](API\Plugins\VirtualCamera\FVirtualCameraSettingsPreset) * PresetToLoad )


code: AVirtualCameraPawnBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AVirtualCameraPawnBase

description: A class to handle aspects of virtual Camera related to general settings, and communicating with components.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, BlueprintType, HideCategories=("Pawn", "Camera", "Rendering", "Replication", "Input", "Actor", "HLOD")) class AVirtualCameraPawnBase : public [APawn](API\Runtime\Engine\GameFramework\APawn), public [IVirtualCameraPresetContainer](API\Plugins\VirtualCamera\IVirtualCameraPresetContainer), public [IVirtualCameraOptions](API\Plugins\VirtualCamera\IVirtualCameraOptions)

bAllowFocusVisualization

description: Should focus plane be shown on all touch focus events

bSaveSettingsWhenClosing

description: Determines if values should be saved between sessions

CineCamera

description: Cinematic camera used for view

DefaultSceneRoot

type: USceneComponent...

description: Root component

DesiredDistanceUnits

description: The desired unit in which to display focus distance

HomeWaypointName

type: FString

description: Tracks which waypoint is the "home" waypoint, defaults to first value

MinimumIntegralDigits

description: Number formatter for Screenshots, Waypoints and Presets.

MovementComponent

type: UVirtualCameraM...

description: Movement Component to handle the motion input for the camera

SavedSettingsSlotName

description: Stores the name of the save slot being used currently

Screenshots

description: Stores the locations of any screenshots that were taken

description: Stores the list of settings presets, and saved presets

Waypoints

description: Tracks any waypoints the player has saved for teleporting


description: Helper to bring the game viewport to front.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera") void ActivateGameViewport()


description: Adds a blendable object to the camera's post process settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera") void AddBlendableToCamera ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface) > BlendableToAdd, float Weight )


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: Broadcast offset resets when movement component broadcasts


description:
Adjusts the aperture of the camera to an adjacent preset value.
the new aperture of the camera

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Aperture") float ChangeAperturePreset ( const bool bShiftUp )


description:
Adjust the focal length of the camera to an adjecent preset value.
the new focal length of the camera in mm

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Focal Length") float ChangeFocalLengthPreset ( const bool bShiftUp )


description: Clears the current level sequence player, needed when recording clean takes of something

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") void ClearActiveLevelSequence()


description:
Deletes a preset using its name as the key.
the number of values associated with the key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Settings") int32 DeletePreset ( [FString](API\Runtime\Core\Containers\FString) PresetName )


description:
Deletes a waypoint, using its name as the key.
the number of values associated with the key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Waypoints") int32 DeleteWaypoint ( [FString](API\Runtime\Core\Containers\FString) WaypointName )


description:
Deletes a screenshot, using its name as the key.
the number of values associated with the key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Screenshots") int32 DeleteScreenshot ( [FString](API\Runtime\Core\Containers\FString) ScreenshotName )


description: Blueprint event for when the focus method is changed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="VirtualCamera") void FocusMethodChanged ( [EVirtualCameraFocusMethod](API\Plugins\VirtualCamera\EVirtualCameraFocusMethod) NewFocusMethod )


description:
Returns the asset name of the currently selected sequence
the name of the crrent selected sequence; returns empty string if no selected sequence


description:
Returns the currently selected sequence
the current selected sequence; returns nullptr if no selected sequence


description:
Gets stabalization scale for a specific axis.
the stabilization scale for the given axis

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Movement") float GetAxisStabilizationScale ( [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToRetrieve )


description:
Gets movement scale for a specific axis.
the movement scale for the given axis

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Movement") float GetAxisMovementScale ( [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToRetrieve )


description:
Get the current aperture value on the camera.
the current aperture of the camera component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Cinematic Camera|Aperture") float GetCurrentAperture()


description:
Get the current focal length value on the camera.
the current focal length of the camera being viewed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Cinematic Camera|Focal Length") float GetCurrentFocalLength()


description:
Returns the current focus distance of the camera.
the focal distance of the camera

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Cinematic Camera|Focus") float GetCurrentFocusDistance()


description:
Returns the current focus method.
the focus method being used


description:
Get the start position of the currently selected sequence
the start position of the sequence in FrameNumber


description:
Get the frame rate of the currently selected sequence
the frame rate in frames per second


description:
Get the current tracker location and rotation based on selected input method.
true if getting the location/rotation was successful, false otherwise

code: bool GetCurrentTrackerLocationAndRotation ( FVector & OutTrackerLocation, FRotator & OutTrackerRotation )


description: Overridable function to allow user to get tracker data from blueprints.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="VirtualCamera") void GetCustomTrackerLocationAndRotation ( FVector & OutTrackerLocation, FRotator & OutTrackerRotation )


description:
Returns previously set unit of distance.
DesiredUnits - The unit that is used for distance measures like focus distance

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Settings") EUnit GetDesiredDistanceUnits()


description:
Converts a distance in unreal units (cm) to other units of measurement for display.
the distance converted and put into a string for display

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") [FString](API\Runtime\Core\Containers\FString) GetDistanceInDesiredUnits ( const float InputDistance, const EUnit ConversionUnit ) const


description:
Stores the names of all available filmback presets into an array.
true if operation was successful

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Filmback") bool GetFilmbackPresetOptions ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilmbackPresetsArray )


description: Get the current color of the focus plane that should be used

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Cinematic Camera|Focus") [FColor](API\Runtime\Core\Math\FColor) GetFocusPlaneColor()


description:
Gets the length of the currently selected level sequence
the length of the level sequence in FrameNumber


description: Returns the names of each level sequence asset in the project

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") void GetLevelSequences ( [TArray](API\Runtime\Core\Containers\TArray)< [FLevelSequenceData](API\Plugins\VirtualCamera\LevelSequence\FLevelSequenceData) > & OutLevelSequenceNames )


description:
Set the matte aspect ratio to a new value.
The desired matte opacity to use

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Cinematic Camera|Filmback") float GetMatteOpacity()


description:
Returns the current matte aspect ratio.
the current matte setting

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Cinematic Camera|Filmback") float GetMatteAspectRatio()


description: Returns the values of all matte options.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Cinematic Camera|Filmback") void GetMatteValues ( [TArray](API\Runtime\Core\Containers\TArray)< float > & OutMatteValues )


description:
Gets the playback position of the level sequence
the current playback position


description:
Gets the playback Timecode of the level sequence
the current playback Timecode


description: Returns the information associated with a Screenshot.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Screenshots") void GetScreenshotInfo ( [FString](API\Runtime\Core\Containers\FString) ScreenshotName, [FVirtualCameraScreenshot](API\Plugins\VirtualCamera\FVirtualCameraScreenshot) & OutScreenshotInfo )


description: Collects a list of existing screenshot names.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Screenshots") void GetScreenshotNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutArray )


description:
Returns a sortedTMapof the current presets.
a sortedTMapof settings presets


description: Returns the target camera that was spawned for this play


description:
Sets the current state of touch input.
the current state of the input


description:
Convenience function to get camera component for UI functions.
pointer to camera component if one is found, null otherwise


description:
Gets the current Virtual Camera Pawn
pointer to the current possessed pawn if it's a Virtual Camera Pawn

code: [AVirtualCameraPawnBase](API\Plugins\VirtualCamera\AVirtualCameraPawnBase) * GetVirtualCameraPawn() const


description:
Convenience function to get movement component for UI functions
pointer to movement component if one is found, null otherwise


description: Returns the information associated with a waypoint.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Waypoints") void GetWaypointInfo ( [FString](API\Runtime\Core\Containers\FString) WaypointName, [FVirtualCameraWaypoint](API\Plugins\VirtualCamera\FVirtualCameraWaypoint) & OutWaypointInfo )


description: Collects a list of existing waypoint names.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Waypoints") void GetWaypointNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutArray )


description: Function to handle delegate when form playback controller. This notifies whether a loaded level sequence can record.

code: void HandleRecordEnabledStateChange ( const bool bIsRecordEnabled )


description: Sets the autofocus point to the correct starting location at the center of the screen


description: Override of InputTouch, used to handle touch and hold events.

code: virtual bool InputTouch ( uint32 Handle, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type) Type, const FVector2D & TouchLocation, float Force, [FDateTime](API\Runtime\Core\Misc\FDateTime) DeviceTimestamp, uint32 TouchpadIndex )


description:
Checks if an axis is locked.
true if locked false otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Movement") bool IsAxisLocked ( [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToCheck )


description:
Checks whether or not focus visualization can activate
the current state of touch event visualization

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Cinematic Camera|Focus") bool IsFocusVisualizationAllowed()


description:
Checks whether or not focus visualization is activate
the current state of touch event visualization

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Cinematic Camera|Focus") bool IsFocusVisualizationActivated() const


description: Checks of the touch input

code: bool IsLocationWithinMatte ( const FVector Location ) const


description:
Check to see if the sequence is playing
if the sequence is playing

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Sequencer|Playback") bool IsPlaying()


description: Gets the locked to camera cut from the active LevelSequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Sequencer|Playback") bool IsSequencerLockedToCameraCut()


description:
Helper to check if touch input state is in a touch focus mode.
if touch input is in touch focus mode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Input") bool IsTouchInputInFocusMode()


description: Get whether or not global boom is being used when navigating with the joysticks

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Movement") bool IsUsingGlobalBoom()


description: Is this machine should display the Virtual Camera UI and establish a connection with the remote session app.


description: Goes to the end of the level sequence and pauses

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") void JumpToLevelSequenceEnd()


description: Goes to the start of the level sequence and pauses

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") void JumpToLevelSequenceStart()


description: Sets the playback position of the level sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") void JumpToPlaybackPosition ( const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InFrameNumber )


description:
Loads a preset using its name as a string key.
true if successful, false otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Settings") bool LoadPreset ( [FString](API\Runtime\Core\Containers\FString) PresetName )


description:
Moves a camera to the location where a screenshot was taken and restores camera settings used for that screenshot.
whether or not the load was successful

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Screenshots") bool LoadScreenshotView ( const [FString](API\Runtime\Core\Containers\FString) & ScreenshotName )


description: Handle moving forward/backward input from a controller or touch interface.

code: void OnMoveForward ( const float InValue )


description: Handle moving left/right input from a controller or touch interface.

code: void OnMoveRight ( const float InValue )


description: Handle moving up/down input from a controller or touch interface.

code: void OnMoveUp ( const float InValue )


description: Overridable native function for when this controller is asked to possess a pawn.

code: virtual void OnPossess ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn )


description: Blueprint Event for updating if a sequence can be recorded or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="VirtualCamera") void OnRecordEnabledStateChanged ( bool bIsRecordEnabled )


description: Blueprint Event for when a sequence stops playing.


description: Determine how to handle touch input based on current context.

code: void OnTouchInput ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) TouchIndex, const FVector Location )


description: Pauses the playing of the current level sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") void PauseLevelSequence()


description: Pilot the controlled camera during recording, copying over settings from the pawn.

code: void PilotTargetedCamera ( [AVirtualCameraPawnBase](API\Plugins\VirtualCamera\AVirtualCameraPawnBase) * PawnToFollow, [UVirtualCameraCineCameraComponent](API\Plugins\VirtualCamera\UVirtualCameraCineCameraComponen-) * CameraToFollow )


description: Plays current level sequence in reverse


description: Plays current level sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") void PlayLevelSequence()


description: Moves the camera back to actor root and aligns rotation with the input tracker.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Movement") void ResetCameraOffsetsToTracker()


description: Plays current level sequence from the current time.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") void ResumeLevelSequencePlay()


description: Stores the new home waypoint location.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Waypoints") void SaveHomeWaypoint ( const [FString](API\Runtime\Core\Containers\FString) & NewHomeWaypointName )


description:
Changes the active level sequence to a new level sequence.
true if a valid level sequence player was found, false if no level sequence player is currently available

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") bool SetActiveLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InNewLevelSequence )


description:
Stores the current pawn location as a waypoint.
the index of the new waypoint in the saved waypoints array


description: Sets whether or not to use focus visualization

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Focus") void SetAllowFocusPlaneVisualization ( bool bShouldAllowFocusVisualization )


description:
Sets the stabilization rate for a given lock.
the actual value the stabilization amount was set to after clamping

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Movement") float SetAxisStabilizationScale ( [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToAdjust, float NewStabilizationAmount )


description: Set the current aperture value on the camera.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Aperture") void SetCurrentAperture ( float NewAperture )


description: Sets the current focal length of the cinematic camera to a given value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Focal Length") void SetCurrentFocalLength ( const float NewFocalLength )


description: Sets the current focus distance of the cinematic camera to a given value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Focus") void SetCurrentFocusDistance ( const float NewFocusDistance )


description: Sets unit of distance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Settings") void SetDesiredDistanceUnits ( const EUnit DesiredUnits )


description:
Set the filmback settings to a new filmback preset.
true if operation was successful; false if NewFilmbackPreset is not a valid option

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Filmback") bool SetFilmbackPresetOption ( const [FString](API\Runtime\Core\Containers\FString) & NewFilmbackPreset )


description: Sets the focus distance to an object selected by the player based on touch input.

code: void SetFocusDistanceToActor ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) TouchIndex, const FVector & Location )


description: Sets the focus distance through a point on the screen.

code: void SetFocusDistanceThroughPoint ( const FVector2D ScreenPosition )


description: Sets the camera focus method.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Focus") void SetFocusMethod ( const [EVirtualCameraFocusMethod](API\Plugins\VirtualCamera\EVirtualCameraFocusMethod) NewFocusMethod )


description: Changes focus plane color.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Focus") void SetFocusPlaneColor ( const [FColor](API\Runtime\Core\Math\FColor) NewFocusPlaneColor )


description: Toggles focus visualization tools on camera.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Focus") void SetFocusVisualization ( bool bShowFocusVisualization )


description: Set the input source

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter, Category="Camera Settings") void SetInputSource ( [ETrackerInputSource](API\Plugins\VirtualCamera\ETrackerInputSource) InInputSource )


description:
Set the matte aspect ratio to a new value.
true if operation was successful; false if NewMattePreset is not a valid input

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Filmback") bool SetMatteAspectRatio ( const float NewMatteAspectRatio )


description: Set the matte aspect ratio to a new value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Cinematic Camera|Filmback") void SetMatteOpacity ( const float NewMatteOpacity )


description: Sets the movement scale of the camera actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Movement") void SetMovementScale ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToAdjust, const float NewMovementScale )


description: Sets whether or not a preset is favorited

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Screenshots") void SetPresetFavoriteStatus ( const [FString](API\Runtime\Core\Containers\FString) & PresetName, const bool bIsFavorite )


description: Sets whether settings should be saved on exit.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Settings") void SetSaveSettingsWhenClosing ( bool bShouldSettingsSave )


description: Sets the locked to camera cut from the active LevelSequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") void SetSequencerLockedToCameraCut ( bool bLockView )


description: Sets whether or not a screenshot is favorited

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Screenshots") void SetScreenshotFavoriteStatus ( const [FString](API\Runtime\Core\Containers\FString) & ScreenshotName, const bool bIsFavorite )


description: Sets the current state of touch input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Input") void SetTouchInputState ( [ETouchInputState](API\Plugins\VirtualCamera\ETouchInputState) NewInputState )


description: Allows the PlayerController to set up custom input bindings.

code: virtual void SetupInputComponent()


description: Sets whether or not global boom should be used when navigating with the joysticks

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Movement") void SetUseGlobalBoom ( bool bShouldUseGlobalBoom )


description: Sets whether or not a waypoint is favorited

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Waypoints") void SetWaypointFavoriteStatus ( const [FString](API\Runtime\Core\Containers\FString) & WaypointName, const bool bIsFavorite )


description: Set the value for the option to zero out dutch when locking that axis.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Movement") void SetZeroDutchOnLock ( const bool bInValue )


description:
Check whether settings should save when closing
whether settings should save when closing

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Settings") bool ShouldSaveSettingsWhenClosing()


description: In multi user session, how should we update the information across different sessions.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="VirtualCamera") bool ShouldUpdateTargetCameraTransform() const


description: Will trigger the event to show focus visualization, unless disabled by user.

code: void ShowFocusPlaneFromTouch()


description: Stops the currently playing level sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Sequencer|Playback") void StopLevelSequencePlay()


description:
Takes a screenshot from the current view and saves the location and camera settings.
the index of the saved screenshot in the screenshots array


description:
Teleports the pawn to a specific location.
if the teleport was successful, return true

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Waypoints") bool TeleportToWaypoint ( const [FString](API\Runtime\Core\Containers\FString) & WaypointIndex )


description: Teleports to the current marked home waypoint.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Waypoints") void TeleportToHomeWaypoint()


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


description:
Toggles the freeze on a given axis; returns new frozen state.
the new frozen state of AxisToToggle (true = frozen)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Movement") bool ToggleAxisFreeze ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToToggle )


description:
Toggles the lock on a given axis; returns new locked state.
the new locked state of AxisToToggle (true = locked)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera|Movement") bool ToggleAxisLock ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToToggle )


description: Blueprint Event for updating position of autofocus reticle.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="VirtualCamera") void UpdateFocusReticle ( FVector NewReticleLocation )


description: Get the current tracker data and update the movement component.

code: void UpdatePawnWithTrackerData()


description: Moves the point through which the camera auto focuses.

code: void UpdateScreenFocus ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) TouchIndex, const FVector Location )


code: AVirtualCameraPlayerControllerBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AVirtualCameraPlayerControllerBase

AutoFocusScreenPosition

description: The 2D vector corresponding to which point on the screen will be used for autofocus

description: Cached value forIsVirtualCameraControlledByRemoteSession()

CurrentFocusMethod

type: EVirtualCameraF...

description: The current focus method in use

InputSource

type: ETrackerInputSo...

description: Allows user to select which tracker input should be used

LevelSequencePlaybackController

type: TObjectPtr<ULe...

description: Controller for level sequence playback

LiveLinkClient

type: ILiveLinkClient...

description: Client interface to the LiveLink plugin for gathering data on an actor

LiveLinkTargetName

type: FName

description: Controller for level sequence playback

OnOffsetReset

type: FVirtualCameraR...

OnStop

type: FScriptDelegate

PreviousTouchInput

type: ETouchInputStat...

description: The previous touch input state.

RequiredSequencerRecorderCameraSettings

type: TArray<FName>

description: Array of any properties that should be recorded

RootActor

type: TObjectPtr<AVP...

TargetCameraActor

type: TObjectPtr<ACi...

description: Target camera that is spawned or possessed on begin play for the sequence controller

TargetCameraActorClass

type: TSubclassOf<AC...

description: Class of CameraActor to spawn to allow user to use their own customized camera

TouchInputState

description: The touch input state to determine the context of how touch input should be handled.

TrackerPostOffset

type: FTrackingOffset

description: Offset applied to calculated location after tracker transform is added

TrackerPreOffset

description: Offset applied to calculated location before tracker transform is added


className: ETouchInputState

code: enum ETouchInputState { ActorFocusTargeting, AutoFocusTargeting, BlueprintDefined, ManualTouchFocus, Scrubbing, TouchAndHold, }


className: ETrackerInputSource

code: enum ETrackerInputSource { ARKit, Custom, LiveLink, }


className: EVirtualCameraAxis

code: enum EVirtualCameraAxis { LocationX, LocationY, LocationZ, RotationX, RotationY, RotationZ, }


className: EVirtualCameraFocusMethod

code: enum EVirtualCameraFocusMethod { None, Manual, Tracking, Auto, }


className: FOnActorClickedDelegate

code: class FOnActorClickedDelegate


className: FOnSelectedAnyActor

code: class FOnSelectedAnyActor


className: FOnSelectedViewportActor

code: class FOnSelectedViewportActor


className: FOnStreamStarted

code: class FOnStreamStarted


className: FOnStreamStopped

code: class FOnStreamStopped


className: FPreSetVirtualCameraTransform

code: class FPreSetVirtualCameraTransform


code: FTransform AsTransform() const


className: FTrackingOffset

Rotation

type: FRotator

Translation

type: FVector


className: EAssetTagMetaDataSortType

code: enum EAssetTagMetaDataSortType { String, Numeric, DateTime, }


className: ESortOrder

code: enum ESortOrder { Ascending, Descending, }


className: FAssetSortingPredicate

code: class FAssetSortingPredicate


className: FPilotableSequenceCameraInfo

Camera

type: TObjectPtr<UCa...

description: A camera from a sequencer track


description: Gets all assets which have the given tags.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Clips") static [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetAllAssetsByMetaDataTags ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & RequiredTags, const [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & AllowedClasses )


description: Util that does the actual sorting

code: static void SortAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &Left, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &Right)> Predicate, [ESortOrder](API\Plugins\VirtualCamera\FunctionLibraries\ESortOrder) SortOrder )


description: Sorts the assets by their asset name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Clips") static void SortByAssetName ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, [ESortOrder](API\Plugins\VirtualCamera\FunctionLibraries\ESortOrder) SortOrder )


description: Sorts the assets based on a custom Blueprint delegate.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Clips") static void SortByCustomPredicate ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, [FAssetSortingPredicate](API\Plugins\VirtualCamera\FunctionLibraries\FAssetSortingPredicate) SortingPredicate, [ESortOrder](API\Plugins\VirtualCamera\FunctionLibraries\ESortOrder) SortOrder )


description:
Sorts the assets based on their meta data's type. Supported types:FString, int, float,FDateTime.
Whether it was possible to compare all the meta data successfully.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Clips") static bool SortByMetaData ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, [FName](API\Runtime\Core\UObject\FName) MetaDataTag, [EAssetTagMetaDataSortType](API\Plugins\VirtualCamera\FunctionLibraries\EAssetTagMetaDataSortType) MetaDataType, [ESortOrder](API\Plugins\VirtualCamera\FunctionLibraries\ESortOrder) SortOrder )


description: This library's purpose is to facilitate Blueprints to discover assets using some filters and sort them.


description: Gets all cameras currently spawned by the active level sequence. Note: You must have calledULevelSequenceEditorBlueprintLibrary::OpenLevelSequencebefore calling this function. Note: Only works in the editor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera | Level Sequence") static [TArray](API\Runtime\Core\Containers\TArray)< [FPilotableSequenceCameraInfo](API\Plugins\VirtualCamera\FunctionLibraries\FPilotableSequenceCameraInfo) > FindPilotableCamerasInActiveLevelSequence()


description: If yes, you should pilot the sequence usingULevelSequenceEditorBlueprintLibrary::SetLockCameraCutToViewportinstead of directly piloting by using FindLevelSequencePilotableCamerasInActiveLevelSequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera | Level Sequence", Meta=(WorldContext="WorldContextObject")) static bool HasAnyCameraCutsInLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * Sequence )


className: ULevelSequenceVCamLibrary

description: Utility functions for Level Sequences to implement VCamHUD UI.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULevelSequenceVCamLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Gets all tags for TakeMetaData

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") static [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetAllTakeMetaDataTags()


description: The asset registry tag that contains the slate for this meta-data


description: The asset registry tag that contains the take number for this meta-data


description: The asset registry tag that contains the timestamp for this meta-data


description: The asset registry tag that contains the timecode out for this meta-data


description: The asset registry tag that contains the timecode in for this meta-data


description: The asset registry tag that contains the user-description for this meta-data


description: The asset registry tag that contains the level-path for this meta-data


className: UTakeMetaDataTagsFunctionLibrary

description: This library's purpose is to expose the names of theUTakeMetaDataasset registry tag names.


description: Calculates auto focus

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static float CalculateAutoFocusDistance ( FVector2D ReticlePosition, [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * CineCamera )


description: Returns true if the function was found & executed correctly.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static bool CallFunctionByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjPtr, [FName](API\Runtime\Core\UObject\FName) FunctionName )


description: Converts a double framerate to aFFrameRate

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static [FFrameRate](API\Runtime\Core\Misc\FFrameRate) ConvertStringToFrameRate ( [FString](API\Runtime\Core\Containers\FString) InFrameRateString )


description: Copies all properties from a CineCameraComponent to a CineCameraActor and ensure the root actor transform is updated so the CameraComponents end up in the same World Space position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static bool CopyToCineCameraActor ( [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * SourceCameraComponent, [ACineCameraActor](API\Runtime\CinematicCamera\ACineCameraActor) * TargetCameraActor )


description: Load an asset through path.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Clips") static [UObject](API\Runtime\CoreUObject\UObject\UObject) * EditorLoadAsset ( [FString](API\Runtime\Core\Containers\FString) AssetPath )


description: Save an asset through path. Returns true on success.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Clips") static bool EditorSaveAsset ( [FString](API\Runtime\Core\Containers\FString) AssetPath )


description: Sets the current game view

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static void EditorSetGameView ( bool bIsToggled )


description: Enable/Disable debug focus plane

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static void EnableDebugFocusPlane ( [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * CineCamera, bool bEnabled )


code: class FOnTakeRecorderSlateChanged_VCam


description: GetUObjectfrom Camera Object Bindings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetBoundObjects ( [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) CameraBindingID )


description: ULevelSequenceEditorBlueprintLibrary::GetCurrentLevelSequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") static [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetCurrentLevelSequence()


description: Grab the display rate from a LevelSequences' MovieScene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetDisplayRate ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence )


description: Get the current playback position in frames

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") static int32 GetCurrentLevelSequenceCurrentFrame()


description: Get length in frames of a level sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static int32 GetLevelSequenceLengthInFrames ( const [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence )


description: Convert a frame from a level sequence to timecode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static [FTimecode](API\Runtime\Core\Misc\FTimecode) GetLevelSequenceFrameAsTimecode ( const [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, int32 InFrame )


description: Convert a frame from a level sequence to timecode using only a provided display rate

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static [FTimecode](API\Runtime\Core\Misc\FTimecode) GetLevelSequenceFrameAsTimecodeWithoutObject ( const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) DisplayRate, int32 InFrame )


description: Returns the description of the undo action that will be performed next.


description: RetrievesUObject's metadata tags

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Clips") static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > GetObjectMetadataTags ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: ITakeRecorderModule::GetPendingTake


description: Imports image as a uasset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static [UTexture](API\Runtime\Engine\Engine\UTexture) * ImportSnapshotTexture ( [FString](API\Runtime\Core\Containers\FString) FileName, [FString](API\Runtime\Core\Containers\FString) SubFolderName, [FString](API\Runtime\Core\Containers\FString) AbsolutePathPackage )


description: Returns true if not in editor or if running the game in PIE or Simulate

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") static bool IsGameRunning()


description: Check whether a recording is currently active

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera|Take Recorder") static bool IsRecording()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera|Take Recorder") static bool IsTakeRecorderPanelOpen()


description: Marks a LevelSequence as dirty and saves it, persisting metadata changes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Metadata") static bool ModifyLevelSequenceMetadata ( [UVirtualCameraClipsMetaData](API\Plugins\VirtualCamera\LevelSequence\UVirtualCameraClipsMetaData) * LevelSequenceMetaData )


description: Modifies aUObject's metadata tags, adding a tag if the tag does not exist.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Clips") static void ModifyObjectMetadataTags ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FName](API\Runtime\Core\UObject\FName) InTag, [FString](API\Runtime\Core\Containers\FString) InValue )


description: Pause the current level sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static void PauseCurrentLevelSequence()


description: Open a level sequence asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static bool OpenLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence )


description: Pilot the provided actor using editor scripting

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Streaming ") static void PilotActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * SelectedActor )


description: Play the current level sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static void PlayCurrentLevelSequence()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static void SetActorLabel ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FString](API\Runtime\Core\Containers\FString) & NewActorLabel )


description: Set playback position for the current level sequence in frames

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static void SetCurrentLevelSequenceCurrentFrame ( int32 NewFrame )


description: Called when the slate is changed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera|Take Recorder") static void SetOnTakeRecorderSlateChanged ( [FOnTakeRecorderSlateChanged_VCam](API\Plugins\VirtualCamera\FunctionLibraries\UVCamBlueprintFunctionLibrary\FOnTakeRecorderS-) OnTakeRecorderSlateChanged )


description: Sort array ofFAssetDataby metadata timecode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Clips ") static [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > SortAssetsByTimecodeAssetData ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > LevelSequenceAssets )


description: Set playback speed in Sequencer

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera|Sequencer") static void SetPlaybackSpeed ( float Value )


description: Convert timecode to amount of frames at a given framerate

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static int32 TimecodeToFrameAmount ( [FTimecode](API\Runtime\Core\Misc\FTimecode) Timecode, const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & InFrameRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera|Take Recorder") static bool TryOpenTakeRecorderPanel()


description: Updates the providedUSceneCaptureComponent2D's PostProcessingSettings. Returns true on success.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") static bool UpdatePostProcessSettingsForCapture ( [USceneCaptureComponent2D](API\Runtime\Engine\Components\USceneCaptureComponent2D) * CaptureComponent, float DepthOfField, float FStopValue )


className: UVCamBlueprintFunctionLibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=VirtualCamera, BlueprintType) class UVCamBlueprintFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Add an offset based on the freeze and lock states

code: void AddLocationOffset ( const FVector InOffset )


code: void AddRotationOffset ( const float InOffset )


code: FVector GetLocationOffset() const


description: Get the current total offset applied to this axis

code: float GetRotationOffset() const


description: Helper method to check if an axis is prevented from moving.

code: bool IsAxisImmobilized() const


description: Set the current lock state

code: void SetIsLocked ( const bool bNewIsLocked )


description: Toggle the current lock state

code: bool ToggleLock()


code: FVirtualCameraAxisSettings()


className: FVirtualCameraAxisSettings

description: Stores relevant information for an axis for the virtual camera pawn

bIsFrozen

type: bool

description: If an axis is frozen, then that frozen axis's movement will be disabled.

bIsLocked

description: If an axis is locked, then that axis's movement will be disabled.

FreezeRotationOffset

type: float

description: The freeze offset associated with an axis

LockRotationOffset

description: The lock offset associated with an axis

MovementScale

description: The scale that a user's movement should be adjusted by in game

StabilizationScale

description: The amount of stabilization that can be applied to an axis


className: FVirtualCameraResetOffsetsDelegate


className: NextIndex

code: static int32 NextIndex = 1;


className: FVirtualCameraScreenshot

description: Keeps track of all the data associated with a screenshot that was taken by the user

CameraSettings

type: FVirtualCameraS...

description: The associated camera data from when the screenshot was taken

Waypoint

type: FVirtualCameraW...

description: The name and location of the screenshot


className: FVirtualCameraSettings

description: Stores specific camera settings to be retrieved at a later time

Aperture

description: The aperture of the camera

AxisSettings

type: TMap<EVirtualC...

description: The Axis settings for locking, stabilization, and scaling

DebugFocusPlaneColor

type: FColor

DesiredDistanceUnits

type: EUnit

FilmbackHeight

description: The filmback sensor height of the camera

FilmbackName

type: FString

FilmbackWidth

description: The filmback sensor width of the camera

FocalLength

description: The focal length of the camera


code: FVirtualCameraSettingsPreset()


className: FVirtualCameraSettingsPreset

description: Keeps track of all data associated with settings presets.

bIsCameraSettingsSaved

description: Checks which settings are saved for the preset

bIsFavorited

description: Checks if saettings is set as favorite

DateCreated

type: FDateTime


className: FVirtualCameraTickDelegate

code: class FVirtualCameraTickDelegate


className: FVirtualCameraTickDelegateGroup

code: class FVirtualCameraTickDelegateGroup


className: FVirtualCameraTransform

Transform

type: FTransform


className: FVirtualCameraWaypoint

description: Keeps a saved location and the name of that location

Name

description: An associated name for the waypoint provided by the user

WaypointTransform

description: The location of the waypoint in world space


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera") void AddBlendableToCamera ( const [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface) > & InBlendableToAdd, float InWeight )


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetControllerWorld()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Movement") [FLiveLinkSubjectRepresentation](API\Runtime\LiveLinkInterface\FLiveLinkSubjectRepresentation) GetLiveLinkRepresentation() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Options") [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IVirtualCameraOptions](API\Plugins\VirtualCamera\IVirtualCameraOptions) > GetOptions()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Movement") FTransform GetRelativeTransform() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Component") [USceneCaptureComponent2D](API\Runtime\Engine\Components\USceneCaptureComponent2D) * GetSceneCaptureComponent() const


description: Returns the VirtualCamera's Sequence Controller.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Sequencer") [ULevelSequencePlaybackController](API\Plugins\VirtualCamera\LevelSequence\ULevelSequencePlaybackController) * GetSequenceController() const


description: Returns the target camera that is used to create the streamed view.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Component") [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * GetStreamedCameraComponent() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Streaming") bool IsStreaming() const


description: Remove delegate that is executed every tick while streaming.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera") void RemoveOnVirtualCameraUpdatedDelegate ( const [FVirtualCameraTickDelegate](API\Plugins\VirtualCamera\FVirtualCameraTickDelegate) & InDelegate )


description: Delegate will be executed before transform is set onto VirtualCamera.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Movement") void SetBeforeSetVirtualCameraTransformDelegate ( const [FPreSetVirtualCameraTransform](API\Plugins\VirtualCamera\FPreSetVirtualCameraTransform) & InDelegate )