code: static bool IsValidPath ( const [FString](API\Runtime\Core\Containers\FString) & Path, bool bInvalidateSeparator )


module: Engine

code: static bool IsValidPatternPart ( const [FString](API\Runtime\Core\Containers\FString) & Part )


code: static bool IsValidPattern ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InContainers, const [FString](API\Runtime\Core\Containers\FString) & InMethod )


code: static bool PartsMatch ( const [FString](API\Runtime\Core\Containers\FString) & Pattern, const [FString](API\Runtime\Core\Containers\FString) & Part )


code: static bool WildPatternMatches ( const [FString](API\Runtime\Core\Containers\FString) & Pattern, int32 & PatternIter, const [FString](API\Runtime\Core\Containers\FString) & Part, int32 & PartIter )


className: FAudioAddressPattern

description: Pattern-Matching that fulfills the OSC 1.0 Protocol on address pattern matching

code: class FAudioAddressPattern


code: void ClearStats &40; FDeviceId DeviceId, FName StatsToClear &41;


code: static void DrawDebugInfo ( const [FSoundSource](API\Runtime\Engine\FSoundSource) & SoundSource )


code: static void ClearStats ( const [FName](API\Runtime\Core\UObject\FName) StatsToToggle, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: static void DrawDebugInfo ( const [FAudioVirtualLoop](API\Runtime\Engine\FAudioVirtualLoop) & VirtualLoop )


code: static void DrawDebugInfo ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const [TArray](API\Runtime\Core\Containers\TArray)< [FListener](API\Runtime\Engine\FListener) > & Listeners )


code: static void DrawDebugInfo ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & ThisSoundsWaveInstances, const float DeltaTime )


code: static int32 DrawDebugStats ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 Y )


code: static bool DrawDebugStatsEnabled()


className: FDebugNames

description: Struct which contains debug names for run-time debugging of sounds.

code: struct FDebugNames

bDebugSoundName

type: bool

DebugAudioMixerSoundName

type: FString

MuteSoundClass

type: TArray<FName>


code: bool GetAudioDebugSound ( [FString](API\Runtime\Core\Containers\FString) & OutDebugSound )


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


code: bool IsMuteSoundClass ( [FName](API\Runtime\Core\UObject\FName) InName ) const


code: bool IsMuteSoundCue ( [FName](API\Runtime\Core\UObject\FName) InName ) const


code: bool IsMuteSoundWave ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Is Mute/Solos. (only audio thread).

code: bool IsSoloSoundClass ( [FName](API\Runtime\Core\UObject\FName) InName ) const


code: bool IsSoloSoundWave ( [FName](API\Runtime\Core\UObject\FName) InName ) const


code: bool IsSoloSoundCue ( [FName](API\Runtime\Core\UObject\FName) InName ) const


code: bool IsVisualizeDebug3dEnabled() const


code: static void LogSubtitle ( const TCHAR * InCmd, [USoundWave](API\Runtime\Engine\Sound\USoundWave) & InSoundWave )


code: static bool PostStatModulatorHelp ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FCommonViewportClient](API\Runtime\Engine\FCommonViewportClient) * ViewportClient, const TCHAR * Stream )


description: Evaluate Mute/Solos.

code: void QuerySoloMuteSoundClass ( const [FString](API\Runtime\Core\Containers\FString) & Name, bool & bOutIsSoloed, bool & bOutIsMuted, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


code: void QuerySoloMuteSoundCue ( const [FString](API\Runtime\Core\Containers\FString) & Name, bool & bOutIsSoloed, bool & bOutIsMuted, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


code: void QuerySoloMuteSoundWave ( const [FString](API\Runtime\Core\Containers\FString) & Name, bool & bOutIsSoloed, bool & bOutIsMuted, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


code: static void RemoveDevice ( const [FAudioDevice](API\Runtime\Engine\FAudioDevice) & AudioDevice )


code: static int32 RenderStatCues ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y )


code: static int32 RenderStatMixes ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y )


code: static int32 RenderStatModulators ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const FVector * ViewLocation, const FRotator * ViewRotation )


code: static int32 RenderStatReverb ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y )


code: static int32 RenderStatSounds ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y )


code: static int32 RenderStatStreaming ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const FVector * ViewLocation, const FRotator * ViewRotation )


code: static int32 RenderStatWaves ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y )


code: static void ResolveDesiredStats ( [FViewportClient](API\Runtime\Engine\FViewportClient) * ViewportClient )


code: static void SendUpdateResultsToGameThread ( const [FAudioDevice](API\Runtime\Engine\FAudioDevice) & AudioDevice, const int32 FirstActiveIndex )


code: void SetAudioDebugSound ( const TCHAR * SoundName )


description: Set Mute/Solo. (any thread).

code: void SetMuteSoundCue ( [FName](API\Runtime\Core\UObject\FName) InName, bool bInOnOff )


code: void SetMuteSoundWave ( [FName](API\Runtime\Core\UObject\FName) InName, bool bInOnOff )


code: void SetAudioMixerDebugSound ( const TCHAR * SoundName )


code: void SetSoloSoundCue ( [FName](API\Runtime\Core\UObject\FName) InName, bool bInOnOff )


code: void SetSoloSoundWave ( [FName](API\Runtime\Core\UObject\FName) InName, bool bInOnOff )


code: static void SetStats ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & StatsToToggle, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: void SetStats &40; FDeviceId DeviceId, const TSet< FName > & StatsToSet &41;


code: void ToggleMuteSoundClass ( [FName](API\Runtime\Core\UObject\FName) InName, bool bExclusive )


code: void ToggleMuteSoundCue ( [FName](API\Runtime\Core\UObject\FName) InName, bool bExclusive )


code: void ToggleMuteSoundWave ( [FName](API\Runtime\Core\UObject\FName) InName, bool bExclusive )


description: Mute/Solos toggles. (any thread). (If exclusive, toggle-on will clear everything first, and toggle-off will clear all).

code: void ToggleSoloSoundClass ( [FName](API\Runtime\Core\UObject\FName) InName, bool bExclusive )


code: void ToggleSoloSoundCue ( [FName](API\Runtime\Core\UObject\FName) InName, bool bExclusive )


code: void ToggleSoloSoundWave ( [FName](API\Runtime\Core\UObject\FName) InName, bool bExclusive )


code: void ToggleVisualizeDebug3dEnabled()


code: static void UpdateAudibleInactiveSounds ( const uint32 FirstIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


description: Audio Debugger Implementation

code: FAudioDebugger()


description: Overrides logic for gathering AudioParameters to set by default when an AudioComponent/ActiveSound plays with a given actor as its Owner.

code: void GetActorSoundParams ( [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & Params ) const


className: FAudioDebugger

code: class FAudioDebugger


code: void GetActorSoundParams_Implementation ( [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & Params ) const


className: IActorSoundParameterInterface

description: Interface used to allow an actor to automatically populate any sounds with parameters

code: class IActorSoundParameterInterface : public [IInterface](API\Runtime\CoreUObject\UObject\IInterface)


className: IAudioPanelWidgetInterface

code: class IAudioPanelWidgetInterface


description: Returns the class of Preset the widget supports.


description: Called when the preset widget is constructed.

code: void OnConstructed ( [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * Preset )


description: Called when the preset object is changed.

code: void OnPropertyChanged ( [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * Preset, [FName](API\Runtime\Core\UObject\FName) PropertyName )


className: ISoundEffectPresetWidgetInterface

code: class ISoundEffectPresetWidgetInterface : public [IAudioPanelWidgetInterface](API\Runtime\Engine\Audio\IAudioPanelWidgetInterface)


description: Returns the active audio device to use for this component based on whether or not the component is playing in a world.

code: [FAudioDevice](API\Runtime\Engine\FAudioDevice) * GetAudioDevice() const


description: Returns the id of the sound owner's instance associated with the parameter interface.

code: uint64 GetInstanceOwnerID() const


description: Returns the Game Thread copy of parameters to modify in place.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & GetInstanceParameters()


description: Sets a named Boolean Array.

code: virtual void SetBoolArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< bool > & InValue )


description: Resets all parameters to their original values.

code: virtual void ResetParameters()


description: Sets a named Boolean.

code: virtual void SetBoolParameter ( [FName](API\Runtime\Core\UObject\FName) InName, bool InBool )


description: Sets a named Float Array.

code: virtual void SetFloatArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & InValue )


description: Sets a named Int32 Array.

code: virtual void SetIntArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InValue )


description: Sets a named Float.

code: virtual void SetFloatParameter ( [FName](API\Runtime\Core\UObject\FName) InName, float InFloat )


description: Sets a named Int32.

code: virtual void SetIntParameter ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InInt )


description: Sets a namedUObjectArray.

code: virtual void SetObjectArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InValue )


description: Sets a namedUObject.

code: virtual void SetObjectParameter ( [FName](API\Runtime\Core\UObject\FName) InName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InValue )


description: Returns theUSoundBaseused to initialize instance parameters to update.


description: Sets a named parameter to the given parameter structure value.

code: virtual void SetParameter ( [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) && InValue )


description: Sets an array of parameters as a batch.

code: virtual void SetParameters_Blueprint ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & InParameters )


description: Sets a named String Array.

code: virtual void SetStringArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InValue )


description: Sets a named String.

code: virtual void SetStringParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [FString](API\Runtime\Core\Containers\FString) & InValue )


description: Executes a named trigger. Doesnotcache trigger value, so only executes if the sound is already playing. If the intent is for the trigger to execute immediately (if playing) and be called on initialization for all future instances, call 'SetBoolParameter' with the intended initial trigger behavior (true if trigger desired on initialization, false if not).

code: virtual void SetTriggerParameter ( [FName](API\Runtime\Core\UObject\FName) InName )


className: ISoundParameterControllerInterface

description: UObjectinterface for all object types that are controlling parameter values sent to sound instances (i.e. sources)

code: class ISoundParameterControllerInterface : public [IAudioParameterControllerInterface](API\Runtime\AudioExtensions\IAudioParameterControllerInterfa-)


description: Sets an array of parameters as a batch.

code: virtual void SetParameters ( [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > && InValues )


code: void OnConstructed ( [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * SoundSubmix )


className: ISoundSubmixWidgetInterface

code: class ISoundSubmixWidgetInterface


code: static void Fill ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & OutParams )


className: UAudioPanelWidgetInterface

code: class UAudioPanelWidgetInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: static [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) BooleanArrayToAudioParameter ( [FName](API\Runtime\Core\UObject\FName) Name, [TArray](API\Runtime\Core\Containers\TArray)< bool > Bools )


code: static [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) BooleanToAudioParameter ( [FName](API\Runtime\Core\UObject\FName) Name, bool Bool )


code: static [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) FloatToAudioParameter ( [FName](API\Runtime\Core\UObject\FName) Name, float Float )


code: static [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) FloatArrayToAudioParameter ( [FName](API\Runtime\Core\UObject\FName) Name, [TArray](API\Runtime\Core\Containers\TArray)< float > Floats )


code: static [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) IntegerArrayToAudioParameter ( [FName](API\Runtime\Core\UObject\FName) Name, [TArray](API\Runtime\Core\Containers\TArray)< int32 > Integers )


className: UActorSoundParameterInterface

code: class UActorSoundParameterInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: static [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) IntegerToAudioParameter ( [FName](API\Runtime\Core\UObject\FName) Name, int32 Integer )


code: static [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) ObjectArrayToAudioParameter ( [FName](API\Runtime\Core\UObject\FName) Name, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > Objects )


code: static [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) ObjectToAudioParameter ( [FName](API\Runtime\Core\UObject\FName) Name, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: static [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) StringArrayToAudioParameter ( [FName](API\Runtime\Core\UObject\FName) Name, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > Strings )


code: static [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) StringToAudioParameter ( [FName](API\Runtime\Core\UObject\FName) Name, [FString](API\Runtime\Core\Containers\FString) String )


className: UAudioParameterConversionStatics

code: class UAudioParameterConversionStatics : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Returns user widgets that implement a widget interface of the given subclass and optionally, filters and returns only those which pass the provided filter function.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * > CreateUserWidgets ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > InWidgetInterface, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool([UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) *)> FilterFunction ) const


className: UAudioWidgetSubsystem

code: class UAudioWidgetSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)


className: USoundEffectPresetWidgetInterface

code: class USoundEffectPresetWidgetInterface : public [UAudioPanelWidgetInterface](API\Runtime\Engine\Audio\UAudioPanelWidgetInterface)


className: USoundParameterControllerInterface

code: class USoundParameterControllerInterface : public [UAudioParameterControllerInterface](API\Runtime\AudioExtensions\UAudioParameterControllerInterfa-)


className: USoundSubmixWidgetInterface

code: class USoundSubmixWidgetInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: static const [FName](API\Runtime\Core\UObject\FName) & GetDefaultModulationPluginName()


code: static [IAudioModulationFactory](API\Runtime\AudioExtensions\IAudioModulationFactory) * GetDesiredModulationPlugin()


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


code: static [IAudioOcclusionFactory](API\Runtime\AudioExtensions\IAudioOcclusionFactory) * GetDesiredOcclusionPlugin()


description: This function returns the name of the plugin specified in the platform settings.

code: static [FString](API\Runtime\Core\Containers\FString) GetDesiredPluginName ( EAudioPlugin PluginType )


code: static [IAudioReverbFactory](API\Runtime\AudioExtensions\IAudioReverbFactory) * GetDesiredReverbPlugin()


description: if no matching plugin is found, nullptr is returned.


code: static [TArray](API\Runtime\Core\Containers\TArray)< [IAudioSpatializationFactory](API\Runtime\AudioExtensions\IAudioSpatializationFactory) * > GetSpatialPluginArray()


className: AudioPluginUtilities

description: Plugin Utilities

code: struct AudioPluginUtilities


code: namespace Audio { namespace Analytics { void Audio::Analytics::RecordEvent_Usage ( [FString](API\Runtime\Core\Containers\FString) && InEventName, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & InEventAttributes ) } }


description: Returns a decoder for the sound assets's given compression type. Will return nullptr if the compression type is platform-dependent.

code: namespace Audio { [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo) * Audio::CreateSoundAssetDecoder ( const [FName](API\Runtime\Core\UObject\FName) & InRuntimeFormat ) }


description: Creates an ID for use by Parameter Transmitters that can differentiate between multiple voices playing on the same Audio Component.

code: namespace Audio { uint64 Audio::GetTransmitterID ( uint64 ComponentID, UPTRINT WaveInstanceHash, uint32 PlayOrder ) }


description: Does not recurse into parents.

code: [FName](API\Runtime\Core\UObject\FName) FindBlueprintPropertyNameFromGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & PropertyGuid ) const


description: Does not recurse into parents.

code: [FGuid](API\Runtime\Core\Misc\FGuid) FindBlueprintPropertyGuidFromName ( const [FName](API\Runtime\Core\UObject\FName) PropertyName ) const


className: FSearchArrayData

code: struct FSearchArrayData

Identifier

type: FText

SearchSubList

type: TArray<FSearch...


className: IBlueprintPropertyGuidProvider

description: Interface to query the property name<->GUID relationship using either aUBlueprintor aUBlueprintGeneratedClass. This allows cooked and uncooked Blueprints to be queried via the same API.

code: class IBlueprintPropertyGuidProvider


className: FSearchData

code: struct FSearchData

SearchArrayDatas

type: TArray<TUnique...


code: FSearchTagDataPair &40; FText InKey, FText InValue &41;


className: FSearchTagDataPair

description: Used to add Key/Value pairs in the FindInBlueprintManager

code: struct FSearchTagDataPair


description: Called when the find in blueprint system gather the search data for the blueprint

code: [FSearchData](API\Runtime\Engine\Blueprint\UBlueprintExtension\FSearchData) GatherSearchData ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwningBlueprint ) const


description: Called during compilation (after skeleton class generation) in order to generate dynamic function graphs for this blueprint

code: void GenerateFunctionGraphs ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) * CompilerContext )


description: Override this function to define custom preload logic into the specified blueprint

code: virtual void HandlePreloadObjectsForCompilation &40; UBlueprint &42; OwningBlueprint &41;


description: Override this function to define custom function generation logic for gathering search data

code: virtual FSearchData HandleGatherSearchData &40; const UBlueprint &42; OwningBlueprint &41; const


description: Called before blueprint compilation to ensure that any objects necessary for the specified blueprint's compilation

code: void PreloadObjectsForCompilation ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwningBlueprint )


className: UBlueprintExtension

description: Per-instance extension object that can be added toUBlueprint::Extensionsin order to augment built-in blueprint functionality Ideally this would be an editor-only class, but such classes are not permitted within Engine modules (even inside WITH_EDITORONLY_DATA blocks)

code: class UBlueprintExtension : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: BoneTrackPair ( int32 Atom, int32 Track )


className: BoneTrackPair

description: Interfaces For Working With Encoded Animations Structure to hold an Atom and Track index mapping for a requested bone. Used in the bulk-animation solving process

code: struct BoneTrackPair


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

code: virtual void BeginPlay()


description: Returns CameraComponent subobject

code: [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) * GetCameraComponent() const


description: Returns index of the player for whom we auto-activate, or INDEX_NONE (-1) if disabled.


description:
Returns this actor's default attachment component for attaching children to
The scene component to be used as parent

code: virtual [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetDefaultAttachComponent() const


description: Instances components for objects being loaded from disk, if necessary. Ensures that component references between nested components are fixed up correctly.

code: virtual void PostLoadSubobjects ( [FObjectInstancingGraph](API\Runtime\CoreUObject\UObject\FObjectInstancingGraph) * OuterInstanceGraph )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: ACameraActor

description: A CameraActor is a camera viewpoint that can be placed in a level.

code: class ACameraActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


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


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


className: ACameraShakeSourceActor

code: class ACameraShakeSourceActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


code: virtual [AEmitterCameraLensEffectBase](API\Runtime\Engine\Particles\AEmitterCameraLensEffectBase) * AddCameraLensEffect ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AEmitterCameraLensEffectBase](API\Runtime\Engine\Particles\AEmitterCameraLensEffectBase) > LensEffectEmitterClass )


description: Adds a postprocess effect at the given weight.

code: void AddCachedPPBlend ( struct [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) & PPSettings, float BlendWeight, EViewTargetBlendOrder BlendOrder )


description: Internal. Places the given modifier in the ModifierList at the appropriate priority.

code: virtual bool AddCameraModifierToList ( [UCameraModifier](API\Runtime\Engine\Camera\UCameraModifier) * NewModifier )


description:
Creates a camera lens effect of the given class on this camera.
Returns the new emitter actor.

code: virtual [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< class [ICameraLensEffectInterface](API\Runtime\Engine\Camera\ICameraLensEffectInterface) > AddGenericCameraLensEffect ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > LensEffectEmitterClass )


description: Called to notify that this camera was cut to, so it can update things like interpolation if necessary. Typically called by the camera component.

code: virtual void NotifyCameraCut()


description:
Creates and initializes a new camera modifier of the specified class.
Returns the newly created camera modifier.

code: virtual [UCameraModifier](API\Runtime\Engine\Camera\UCameraModifier) * AddNewCameraModifier ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraModifier](API\Runtime\Engine\Camera\UCameraModifier) > ModifierClass )


description: Whether or not we allow photography mode

code: virtual bool AllowPhotographyMode() const


description: Internal. Applies appropriate audio fading to the audio system.

code: virtual void ApplyAudioFade()


description: Applies the current set of camera modifiers to the given camera POV.

code: virtual void ApplyCameraModifiers ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV )


description: Called by owning level to shift an actor location and all relevant data structures by specified delta

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


code: virtual void AssignViewTarget ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewTarget, [FTViewTarget](API\Runtime\Engine\Camera\FTViewTarget) & VT, struct [FViewTargetTransitionParams](API\Runtime\Engine\Camera\FViewTargetTransitionParams) TransitionParams )


description: Internal helper to blend two viewtargets.

code: [FPOV](API\Runtime\Engine\Engine\FPOV) BlendViewTargets ( const [FTViewTarget](API\Runtime\Engine\Camera\FTViewTarget) & A, const [FTViewTarget](API\Runtime\Engine\Camera\FTViewTarget) & B, float Alpha )


description: Blueprint hook to allow blueprints to override existing camera behavior or implement custom cameras. If this function returns true, we will use the given returned values and skip further calculations to determine final camera POV.

code: bool BlueprintUpdateCamera ( [AActor](API\Runtime\Engine\GameFramework\AActor) * CameraTarget, FVector & NewCameraLocation, FRotator & NewCameraRotation, float & NewCameraFOV )


description:
Internal. Calculates shake scale for a particular camera.
Returns the intensity scalar in the range [0..1] for a shake originating at Epicenter.

code: static float CalcRadialShakeScale ( class [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * Cam, FVector Epicenter, float InnerRadius, float OuterRadius, float Falloff )


code: virtual void CleanUpAnimCamera ( const bool bDestroy )


description: Removes all postprocess effects.

code: void ClearCachedPPBlends()


description: Removes all camera lens effects.

code: virtual void ClearCameraLensEffects()


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()


code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


description: Internal function conditionally called from UpdateCamera to do the actual work of updating the camera.

code: virtual void DoUpdateCamera ( float DeltaTime )


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 )


description: Caches given final POV info for efficient access from other game code.

code: void FillCameraCache ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & NewInfo )


description: Legacy Camera Lens Effect Functions

code: virtual [AEmitterCameraLensEffectBase](API\Runtime\Engine\Particles\AEmitterCameraLensEffectBase) * FindCameraLensEffect ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AEmitterCameraLensEffectBase](API\Runtime\Engine\Particles\AEmitterCameraLensEffectBase) > LensEffectEmitterClass )


description: Returns camera modifier for this camera of the given class, if it exists. Exact class match only. If there are multiple modifiers of the same class, the first one is returned.

code: virtual [UCameraModifier](API\Runtime\Engine\Camera\UCameraModifier) * FindCameraModifierByClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraModifier](API\Runtime\Engine\Camera\UCameraModifier) > ModifierClass )


className: FOnBlendComplete

description: Fires when ViewTarget is set to PendingViewTarget

code: class FOnBlendComplete : public TBaseMulticastDelegate_NoParams< void >


description: Camera Lens EffectsReturns first instance of a lens effect of the given class.

code: virtual [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< class [ICameraLensEffectInterface](API\Runtime\Engine\Camera\ICameraLensEffectInterface) > FindGenericCameraLensEffect ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > LensEffectEmitterClass )


description: Returns active post process info.

code: void GetCachedPostProcessBlends ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) > const *& OutPPSettings, [TArray](API\Runtime\Core\Containers\TArray)< float > const *& OutBlendWeights ) const


description: Returns active post process info.

code: void GetCachedPostProcessBlends ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) > const *& OutPPSettings, [TArray](API\Runtime\Core\Containers\TArray)< float > const *& OutBlendWeights, [TArray](API\Runtime\Core\Containers\TArray)< EViewTargetBlendOrder > const *& OutBlendOrders ) const


description: Gets value of CameraCachePrivate.POV

code: virtual [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) GetCameraCachePOV() const


description: Get value of CameraCachePrivate.Time

code: float GetCameraCacheTime() const


description: Returns camera's current location.

code: virtual FVector GetCameraLocation() const


description: Gets value of CameraCachePrivate.POV

code: virtual const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & GetCameraCacheView() const


description: Returns camera's current rotation.

code: virtual FRotator GetCameraRotation() const


description: Returns the camera's current full FOV angle, in degrees.

code: virtual float GetFOVAngle() const


description: Primary function to retrieve Camera's actual view point. Consider calling PlayerController::GetPlayerViewPoint() instead.

code: virtual void GetCameraViewPoint ( FVector & OutCamLoc, FRotator & OutCamRot ) const


description: Gets value of LastFrameCameraCachePrivate.POV

code: virtual [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) GetLastFrameCameraCachePOV() const


description: Get value of LastFrameCameraCachePrivate.Time


code: virtual const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & GetLastFrameCameraCacheView() const


description: Returns the current orthographic width for the camera.

code: virtual float GetOrthoWidth() const


description: Returns TransformComponent subobject

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetTransformComponent() const


description: Returns the PlayerController that owns this camera.

code: virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetOwningPlayerController() const


description: Returns the current ViewTarget.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetViewTarget() const


description: Initialize this PlayerCameraManager for the given associated PlayerController.

code: virtual void InitializeFor ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


description: Returns the ViewTarget if it is anAPawn, or nullptr otherwise

code: [APawn](API\Runtime\Engine\GameFramework\APawn) * GetViewTargetPawn() const


description: Returns true if this camera is using an orthographic perspective.

code: virtual bool IsOrthographic() const


description: Limit the player's view pitch.

code: virtual void LimitViewPitch ( FRotator & ViewRotation, float InViewPitchMin, float InViewPitchMax )


description: Limit the player's view roll.

code: virtual void LimitViewRoll ( FRotator & ViewRotation, float InViewRollMin, float InViewRollMax )


description: Limit the player's view yaw.

code: virtual void LimitViewYaw ( FRotator & ViewRotation, float InViewYawMin, float InViewYawMax )


description: Event triggered upon the end of a multi-part photograph capture, when manual free-roaming photographic camera control is about to be returned to the user. Here you may re-enable whatever was turned off within OnPhotographyMultiPartCaptureStart.

code: void OnPhotographyMultiPartCaptureEnd()


description: Event triggered upon the start of a multi-part photograph capture (i.e. a stereoscopic or 360-degree shot). This is an ideal time to turn off rendering effects that tile badly (UI, subtitles, vignette, very aggressive bloom, etc; most of these are automatically disabled when r.Photography.AutoPostprocess is 1).


description: Event triggered upon leaving Photography mode (after unpausing, if r.Photography.AutoPause is 1).

code: void OnPhotographySessionEnd()


description: Event triggered upon entering Photography mode (before pausing, if r.Photography.AutoPause is 1).

code: void OnPhotographySessionStart()


description: Implementable blueprint hook to allow a PlayerCameraManager subclass to constrain or otherwise modify the camera during free-camera photography. For example, a blueprint may wish to limit the distance from the camera's original point, or forbid the camera from passing through walls. NewCameraLocation contains the proposed new camera location. PreviousCameraLocation contains the camera location in the previous frame. OriginalCameraLocation contains the camera location before the game was put into photography mode. Return ResultCameraLocation as modified according to your constraints.

code: void PhotographyCameraModify ( const FVector NewCameraLocation, const FVector PreviousCameraLocation, const FVector OriginalCameraLocation, FVector & ResultCameraLocation )


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


description: Static. Plays an in-world camera shake that affects all nearby players, with radial distance-based attenuation.

code: static void PlayWorldCameraShake ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > Shake, FVector Epicenter, float InnerRadius, float OuterRadius, float Falloff, bool bOrientShakeTowardsEpicenter )


description: Called to give PlayerCameraManager a chance to adjust view rotation updates before they are applied. e.g. The base implementation enforces view rotation limits using LimitViewPitch, et al.

code: virtual void ProcessViewRotation ( float DeltaTime, FRotator & OutViewRotation, FRotator & OutDeltaRot )


code: virtual void RemoveCameraLensEffect ( [AEmitterCameraLensEffectBase](API\Runtime\Engine\Particles\AEmitterCameraLensEffectBase) * Emitter )


description: Removes the given lens effect from the camera.

code: virtual void RemoveGenericCameraLensEffect ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< class [ICameraLensEffectInterface](API\Runtime\Engine\Camera\ICameraLensEffectInterface) > Emitter )


description:
Removes the given camera modifier from this camera (if it's on the camera in the first place) and discards it.
True if successfully removed, false otherwise.

code: virtual bool RemoveCameraModifier ( [UCameraModifier](API\Runtime\Engine\Camera\UCameraModifier) * ModifierToRemove )


description: Get value of CameraCachePrivate.Time

code: void SetCameraCacheTime ( float InTime )


description: Sets value of CameraCachePrivate.POV

code: virtual void SetCameraCachePOV ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InPOV )


description: Sets the new desired color scale, enables color scaling, and enables color scale interpolation.

code: virtual void SetDesiredColorScale ( FVector NewColorScale, float InterpTime )


description: Sets value of LastFrameCameraCachePrivate.POV

code: virtual void SetLastFrameCameraCachePOV ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InPOV )


description: Locks the FOV to the given value. Unlock with UnlockFOV.

code: virtual void SetFOV ( float NewFOV )


description: Sets the bGameCameraCutThisFrame flag to true (indicating we did a camera cut this frame; useful for game code to call, e.g., when performing a teleport that should be seamless)


description: Get value of LastFrameCameraCachePrivate.Time

code: void SetLastFrameCameraCacheTime ( float InTime )


description: Turns on camera fading at the given opacity. Does not auto-animate, allowing user to animate themselves. Call StopCameraFade to turn fading back off.

code: virtual void SetManualCameraFade ( float InFadeAmount, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, bool bInFadeAudio )


description: Sets and locks the current orthographic width for the camera. Unlock with UnlockOrthoWidth. Only used if IsOrthographic returns true.

code: virtual void SetOrthoWidth ( float OrthoWidth )


description: Sets a new ViewTarget.

code: virtual void SetViewTarget ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * NewViewTarget, [FViewTargetTransitionParams](API\Runtime\Engine\Camera\FViewTargetTransitionParams) TransitionParams )


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

code: virtual bool ShouldTickIfViewportsOnly() const


description: Camera Shakes. Plays a camera shake on this camera. Camera Shakes

code: virtual [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) * StartCameraShake ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > ShakeClass, float Scale, ECameraShakePlaySpace PlaySpace, FRotator UserPlaySpaceRot )


description: Plays a camera shake on this camera.

code: virtual [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) * StartCameraShakeFromSource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > ShakeClass, [UCameraShakeSourceComponent](API\Runtime\Engine\Camera\UCameraShakeSourceComponent) * SourceComponent, float Scale, ECameraShakePlaySpace PlaySpace, FRotator UserPlaySpaceRot )


description: Stops all active camera shakes on this camera.

code: virtual void StopAllCameraShakes ( bool bImmediately )


description: Stops playing all shakes originating from the given source.

code: virtual void StopAllCameraShakesFromSource ( [UCameraShakeSourceComponent](API\Runtime\Engine\Camera\UCameraShakeSourceComponent) * SourceComponent, bool bImmediately )


description: Stops playing all shakes of the given class originating from the given source.

code: virtual void StopAllInstancesOfCameraShakeFromSource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > Shake, [UCameraShakeSourceComponent](API\Runtime\Engine\Camera\UCameraShakeSourceComponent) * SourceComponent, bool bImmediately )


description: Stops playing all shakes of the given class.

code: virtual void StopAllInstancesOfCameraShake ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > Shake, bool bImmediately )


description: Camera fades. Does a camera fade to/from a solid color. Animates automatically. Camera fades

code: virtual void StartCameraFade ( float FromAlpha, float ToAlpha, float Duration, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, bool bShouldFadeAudio, bool bHoldWhenFinished )


description: Stops camera fading.

code: virtual void StopCameraFade()


description: Immediately stops the given shake instance and invalidates it.

code: virtual void StopCameraShake ( [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) * ShakeInstance, bool bImmediately )


description: ClientSide camera updates prevents DoUpdateCamera from swapping PendingViewTarget in when the blend is complete, just use a timer to swap.


description: Unlocks the FOV.

code: virtual void UnlockFOV()


description: Unlocks OrthoWidth value

code: virtual void UnlockOrthoWidth()


description: Update any attached camera lens effects

code: virtual void UpdateCameraLensEffects ( const [FTViewTarget](API\Runtime\Engine\Camera\FTViewTarget) & OutVT )


description: Performs per-tick camera update. Called once per tick after all other actors have been ticked. Non-local players replicate the POV if bUseClientSideCameraUpdates is true.

code: virtual void UpdateCamera ( float DeltaTime )


description: Performs a photography camera tick even when the camera wouldn't normally be ticking.


description: Updates the photography camera. Return true if a cut occurred

code: virtual bool UpdatePhotographyCamera ( [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & NewPOV )


description: Allows the photography system to override postprocessing

code: virtual void UpdatePhotographyPostProcessing ( [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) & InOutPostProcessing )


description: Calculates an updated POV for the given viewtarget.

code: virtual void UpdateViewTarget ( [FTViewTarget](API\Runtime\Engine\Camera\FTViewTarget) & OutVT, float DeltaTime )


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


description: Does the actual work to UpdateViewTarget. This is called from UpdateViewTarget under normal circumstances (target is not a camera actor and no debug cameras are active) Provides a way for subclasses to override behavior without copy-pasting the special case code.

code: virtual void UpdateViewTargetInternal ( [FTViewTarget](API\Runtime\Engine\Camera\FTViewTarget) & OutVT, float DeltaTime )


description: Destructor for handling property deprecation, please remove after all deprecated properties are gone

code: virtual ~APlayerCameraManager()


className: APlayerCameraManager

code: class APlayerCameraManager : public [AActor](API\Runtime\Engine\GameFramework\AActor)

AnimCameraActor

type: TObjectPtr< cla...

description: Internal. Receives the output of individual camera animations.

bAlwaysApplyModifiers

type: uint32:  1

description: Bydefault camera modifiers are not applied to stock debug cameras (e.g. CameraStyle == "FreeCam").

bClientSimulatingViewTarget

description: True if clients are handling setting their own viewtarget and the server should not replicate it.

bDebugClientSideCamera

description: For debugging.

bDefaultConstrainAspectRatio

description: True if black bars should be added if the destination view has a different aspect ratio (only used when a view target doesn't specify whether or not to constrain the aspect ratio; most of the time the value from a camera component is used instead)

bEnableColorScaleInterp

description: True to smoothly interpolate color scale values when they change.

bEnableColorScaling

description: True to turn on scaling of color channels in final image using ColorScale property.

bEnableFading

description: True if we should apply FadeColor/FadeAmount to the screen.

bFadeAudio

description: True to apply fading of audio alongside the video.

bGameCameraCutThisFrame

description: True if we did a camera cut this frame.

bHoldFadeWhenFinished

description: True if camera fade hold at it's final value when finished.

bIsOrthographic

description: Flags.

BlendParams

type: FViewTargetTran...

description: Current view target transition blend parameters.

BlendTimeToGo

type: float

description: Time remaining in viewtarget blend.

bShouldSendClientSideCameraUpdate

description: If true, send a camera update to the server on next update.

bUseClientSideCameraUpdates

description: True if server will use camera positions replicated from the client instead of calculating them locally.

CachedCameraShakeMod

description: Camera Modifiers.

CameraLensEffects

type: TArray<TScript...

description: "Lens" effects (e.g. blood, dirt on camera)

CameraStyle

type: FName

description: Usable to define different camera behaviors. A few simple styles are implemented by default.

ColorScale

type: FVector

description: Allows control over scaling individual color channels in the final image (when bEnableColorScaling == true).

ColorScaleInterpDuration

description: Total time for color scale interpolation to complete (when bEnableColorScaling and bEnableColorScaleInterp == true)

ColorScaleInterpStartTime

description: Time at which interpolation started (when bEnableColorScaling and bEnableColorScaleInterp == true)

DefaultAspectRatio

description: Default aspect ratio. Most of the time the value from a camera component will be used instead.

DefaultFOV

description: FOV to use by default.

DefaultModifiers

type: TArray<TSubcla...

description: List of modifiers to create by default for this camera

DefaultOrthoWidth

description: The default desired width (in world units) of the orthographic view (ignored in Perspective mode)

DesiredColorScale

description: Desired color scale which ColorScale will interpolate to (when bEnableColorScaling and bEnableColorScaleInterp == true)

FadeAlpha

description: Current camera fade alpha range, where X = starting alpha and Y = final alpha (when bEnableFading == true)

FadeAmount

description: Amount of fading to apply (when bEnableFading == true).

FadeColor

type: FLinearColor

description: Color to fade to (when bEnableFading == true).

FadeTime

description: Total duration of the camera fade (when bEnableFading == true)

FadeTimeRemaining

description: Time remaining in camera fade (when bEnableFading == true)

FreeCamDistance

description: Distance to place free camera from view target (used in certain CameraStyles)

FreeCamOffset

description: Offset to Z free camera position (used in certain CameraStyles)

ModifierList

type: TArray<TObject...

description: List of active camera modifier instances that have a chance to update the final camera POV

OnAudioFadeChangeEvent

type: FOnAudioFadeCha...

description: If bound, broadcast on fade start (with fade time) instead of manually altering audio device's primary volume directly

OriginalColorScale

description: Color scale value at start of interpolation (when bEnableColorScaling and bEnableColorScaleInterp == true)

PCOwner

description: PlayerController that owns this Camera actor

PendingViewTarget

type: FTViewTarget

description: Pending view target for blending

PostProcessBlendCache

type: TArray< struct ...

description: Internal list of active post process effects. Parallel array to PostProcessBlendCacheWeights.

PostProcessBlendCacheOrders

type: TArray< EViewTa...

description: Internal list of how to blend post process effects.

PostProcessBlendCacheWeights

type: TArray< float >

description: Internal list of weights for active post process effects. Parallel array to PostProcessBlendCache.

type: FTimerHandle

ViewPitchMax

description: Maximum view pitch, in degrees.

ViewPitchMin

description: Minimum view pitch, in degrees.

ViewRollMax

description: Maximum view roll, in degrees.

ViewRollMin

description: Minimum view roll, in degrees.

ViewTarget

description: Current ViewTarget

ViewTargetOffset

description: Offset to view target (used in certain CameraStyles)

ViewYawMax

description: Maximum view yaw, in degrees.

ViewYawMin

description: Minimum view yaw, in degrees.


code: namespace ECameraProjectionMode { enum Type { Perspective, Orthographic, } }


code: namespace ECameraAlphaBlendMode { enum Type { CABM_Linear, CABM_Cubic, } }


className: FActiveCameraShakeInfo

description: Information about an active camera shake.

code: struct FActiveCameraShakeInfo

bIsCustomInitialized

type: bool

description: Whether the shake was initialized with some custom callback code

DebugDataIndex

description: Indexof the debug graph display data for this shake

ShakeInstance

type: TObjectPtr<UCa...

description: The camera shake instance currently running

ShakeSource

type: TWeakObjectPtr<...

description: An optional source that the shake is running from (otherwise it's global and un-attenuated)


description: The source to use for dynamically attenuating the new camera shake

code: FAddCameraShakeParams ( float InScale, ECameraShakePlaySpace InPlaySpace, FRotator InUserPlaySpaceRot, const [UCameraShakeSourceComponent](API\Runtime\Engine\Camera\UCameraShakeSourceComponent) * InSourceComponent )


className: FAddCameraShakeParams

description: Parameter struct for adding new camera shakes toUCameraModifier_CameraShake

code: struct FAddCameraShakeParams

Initializer

type: FOnInitializeCa...

description: A custom callback to initialize the new camera shake.

PlaySpace

type: ECameraShakePla...

description: The transform space to use for the new camera shake

Scale

description: Global scale to use for the new camera shake

SourceComponent

type: constUCameraSh...

UserPlaySpaceRot

type: FRotator

description: User space to use when PlaySpace is UserDefined


description: Apply an offset to a camera transform in camera space and get the resulting world-space info.

code: static void ApplyOffset ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InPOV, const [FCameraAnimationHelperOffset](API\Runtime\Engine\Camera\FCameraAnimationHelperOffset) & InOffset, FVector & OutLocation, FRotator & OutRotation )


description: Apply an offset to a camera transform in the given space, and get the resulting world-space info.

code: static void ApplyOffset ( const FMatrix & UserPlaySpaceMatrix, const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InPOV, const [FCameraAnimationHelperOffset](API\Runtime\Engine\Camera\FCameraAnimationHelperOffset) & InOffset, FVector & OutLocation, FRotator & OutRotation )


className: FCameraAnimationHelper

description: Helper class for applying animations to a camera.

code: class FCameraAnimationHelper


className: FCameraAnimationHelperOffset

description: Helper structure to store a camera transform.

code: struct FCameraAnimationHelperOffset

Location

type: FVector


className: FCameraCacheEntry

description: Cached camera POV info, stored as optimization so we only need to do a full camera update once per tick.

code: struct FCameraCacheEntry

POV

type: FMinimalViewInf...

description: Camera POV to cache.

TimeStamp

type: float

description: World time this entry was created.


className: FCameraLensInterfaceClassSupport

description: Wrapper type for validation that the specfied subclass in fact does implement the desired interface!

code: struct FCameraLensInterfaceClassSupport

Class

type: TSubclassOf<AA...

description: The class to spawn/reference. Must implement CameraLensEffectInterface!


code: void DefaultConstrainCamera ( const FVector NewCameraLocation, const FVector PreviousCameraLocation, const FVector OriginalCameraLocation, FVector & OutCameraLocation, [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * PCMgr )


description: Destroy current FCameraPhotography (if any); recreated by nextGet()

code: static void Destroy()


description: Get (& possibly create) singleton FCameraPhotography

code: static [FCameraPhotographyManager](API\Runtime\Engine\Camera\FCameraPhotographyManager) & Get()


description: Returns false if definitely unavailable at compile-time or run-time

code: static bool IsSupported ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Show or hide controls in the photography UI; see documentation for UAnselFunctionLibrary::SetUIControlVisibility

code: void SetUIControlVisibility ( uint8 UIControlTarget, bool bIsVisible )


className: Singleton

code: static class [FCameraPhotographyManager](API\Runtime\Engine\Camera\FCameraPhotographyManager) * Singleton = nullptr;


description: Starts a photography session

code: void StartSession()


description: Stops a photography session

code: void StopSession()


description:
Modify input camera according to cumulative free-camera transforms (if any). Safe to call this even ifIsSupported()==false, in which case it will leave camera unchanged and return false.
Returns whether camera was cut/non-contiguous/teleported

code: bool UpdateCamera ( [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV, [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * PCMgr )


description: Modify input postprocessing settings according to Photography requirements. Safe to call this even ifIsSupported()==false, in which case it will do nothing.

code: void UpdatePostProcessing ( [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) & InOutPostProcessingSettings )


className: FCameraPhotographyManager

code: class FCameraPhotographyManager

ActiveImpl

type: TSharedPtr<ICa...


className: FCameraShakeApplyResultParams

description: Parameter structure for appling scale and playspace to a camera shake result.

code: struct FCameraShakeApplyResultParams

CameraManager

description: Optional camera manager for queuing up blended post-process settings

PlaySpace

description: The play space to modify the result by

Scale

description: The scale to apply to the result

UserPlaySpaceMatrix

type: FMatrix

description: The custom space to use when PlaySpace is UserDefined


className: FCameraShakeDebugData

description: Information about active or recently ended camera shakes that we want to show in the debug graph display. Shakes stay alive a little longer in this struct (compared to the ActiveShakes list) because after a shake ended we want to keep displaying its debug graph for a little while instead of having it disappear immediately. We also draw again in the same graph if the shake comes back soon enough.

code: struct FCameraShakeDebugData

bIsInactive

description: Is the shake active

DataPoints

type: TArray<FCamera...

description: Data points for the debug graph display

ShakeClass

type: TSubclassOf<UC...

description: The class of the shake that is/was running

ShakeInstanceName

type: FString

description: The name of the shake that is/was running

TimeInactive

description: How long ago did the shake end


className: FCameraShakeDebugDataPoint

description: A data point for the debug graph display.

code: struct FCameraShakeDebugDataPoint

AccumulatedTime

description: Time since start of the shake

DeltaLocation

description: Location movement of the shake for this frame

DeltaRotation

description: Rotation movement of the shake for this frame


description: Returns a custom shake duration


description: Returns a custom shake duration with a hint for how long the shake might be

code: static [FCameraShakeDuration](API\Runtime\Engine\Camera\FCameraShakeDuration) Custom ( float DurationHint )


description: When the duration is fixed, return the duration time

code: float Get() const


description: Returns the duration type


description: Returns an infinite shake duration


description: Returns whether this duration is custom

code: bool IsCustom() const


description: Returns whether this duration is custom, but with a valid effective duration hint

code: bool IsCustomWithHint() const


description: Returns whether this duration is infinite

code: bool IsInfinite() const


description: Returns whether this duration is a fixed time

code: bool IsFixed() const


description: Creates a new shake duration

code: FCameraShakeDuration()


description: Creates a new shake duration

code: FCameraShakeDuration ( float InDuration, ECameraShakeDurationType InType )


className: FCameraShakeDuration

description: Camera shake duration.

code: struct FCameraShakeDuration


className: FCameraShakeInfo

description: Information about a camera shake class.

code: struct FCameraShakeInfo

BlendIn

description: How much blending-in the camera shake should have

BlendOut

description: How much blending-out the camera shake should have

Duration

type: FCameraShakeDur...

description: The duration of the camera shake


description: The total scale to apply to the camera shake during the current update. Equals ShakeScale * DynamicScale

code: float GetTotalScale() const


description: Convert this to an update parameter struct where the delta time is from 0 to the AbsoluteTime.


code: FCameraShakeScrubParams ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InPOV )


className: FCameraShakeScrubParams

description: Parameters for scrubbing a camera shake.

code: struct FCameraShakeScrubParams

AbsoluteTime

description: The time to scrub to

DynamicScale

description: The dynamic scale being passed down from the camera manger for the next update

POV

description: The current view that this camera shake should modify

ShakeScale

description: The base scale for this shake


description: Returns the current time into the blend in (only valid ifIsBlendingIn()returns true)

code: float GetCurrentBlendInTime() const


className: FCameraShakeStartParams

description: Parameters for starting a camera shake.

code: struct FCameraShakeStartParams

bIsRestarting

type: bool


description: Returns the current time into the blend in (only valid ifIsBlendingOut()returns true)

code: float GetCurrentBlendOutTime() const


description: Helper method to getGetShakeInfo().Duration.Get()

code: float GetDuration() const


description: Returns the elapsed time of the shake's current run

code: float GetElapsedTime() const


description: Returns the current shake info

code: const [FCameraShakeInfo](API\Runtime\Engine\Camera\FCameraShakeInfo) & GetShakeInfo() const


description: Helper method to getGetShakeInfo().Duration.IsFixed()

code: bool HasDuration() const


description: Deprecated* Please use IsPlaying

code: bool IsActive() const


description: Deprecated* Please use Start

code: void Initialize ( const [FCameraShakeInfo](API\Runtime\Engine\Camera\FCameraShakeInfo) & InShakeInfo )


description: Returns whether the shake is blending in

code: bool IsBlendingIn() const


description: Returns whether the shake is blending out

code: bool IsBlendingOut() const


description: Helper method to getGetShakeInfo().Duration.IsInifnite()

code: bool IsInfinite() const


description: Returns whether the shake is playing

code: bool IsPlaying() const


description:
If the state is managed, this updates the internal state of this class and auto-computes when the shake has ended, along with a blending weight if there is any blending in/out.
The evaluated blending weight (if any) for the scrub time

code: float Scrub ( float AbsoluteTime )


description: Initialize the state with a shake's info and start playing.

code: void Start ( const [FCameraShakeInfo](API\Runtime\Engine\Camera\FCameraShakeInfo) & InShakeInfo )


code: void Start ( const [UCameraShakePattern](API\Runtime\Engine\Camera\UCameraShakePattern) * InShakePattern )


description: This renders the shake inactive (if we need to stop immediately), or starts the shake's blend-out, if any (if we don't stop immediately). If no duration or blending information is available (i.e. if the shake duration is "Custom"), stopping non-immediately does nothing: the sub-class is expected to handle it.

code: void Stop ( bool bImmediately )


description:
If the state is managed, this updates the internal state of this class and auto-computes when the shake has ended, along with a blending weight if there is any blending in/out.
The evaluated blending weight (if any) for the new time

code: float Update ( float DeltaTime )


description: Create a new camera shake state

code: FCameraShakeState()


className: FCameraShakeState

description: Transitive state of a shake or shake pattern.

code: struct FCameraShakeState


className: FCameraShakeStopParams

description: Parameters for stopping a camera shake.

code: struct FCameraShakeStopParams


description: The total scale to apply to the camera shake during the current update. Equals ShakeScale * DynamicScale

code: float GetTotalScale() const


code: FCameraShakeUpdateParams ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InPOV )


className: FCameraShakeUpdateParams

description: Parameters for updating a camera shake.

code: struct FCameraShakeUpdateParams

DeltaTime

description: The time elapsed since last update

ShakeScale

description: The base scale for this shake


description: Apply the given scale to the result (only if it is "relative")

code: void ApplyScale ( float InScale )


className: FCameraShakeUpdateResult

description: The result of a camera shake update.

code: struct FCameraShakeUpdateResult

Flags

type: ECameraShakeUpd...

description: Flags for how the base class should handle the result

FOV

description: Field-of-view offset for the view, or new absolute field-of-view if ApplyAsAbsolute flag is set

Location

description: Location offset for the view, or new absolute location if ApplyAsAbsolute flag is set

PostProcessBlendWeight

description: Blend weight for post process settings

PostProcessSettings

type: FPostProcessSet...

description: Post process settings, applied if PostProcessBlendWeight is above 0

Rotation

description: Rotation offset for the view, or new absolute rotation if ApplyAsAbsolute flag is set


code: [FCameraUpdateContext](API\Runtime\Engine\Camera\FCameraUpdateContext) FractionalWeight ( float Multiplier, bool bFromDebugNode ) const


description: Returns the delta time for this update, in seconds.

code: float GetDeltaTime() const


description: Returns the camera stack.

code: [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * GetCameraManager() const


description: Returns the final blend weight contribution for this stage (ignoring debug cameras)

code: float GetNonDebugWeight() const


description: Returns the final blend weight contribution for this stage.

code: float GetTrueWeight() const


code: FCameraUpdateContext ( [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * InCamera, float InDeltaTime )


className: FCameraUpdateContext

description: Used to update camera entries in the camera stack.

code: struct FCameraUpdateContext


className: FDummySpacerCameraTypes

description: NOTE: This code is work in progress - do not use these types until this comment is removed.

code: struct FDummySpacerCameraTypes


description: Applies weighting to this view, in order to be blended with another one. Equals to this *= Weight.

code: void ApplyBlendWeight ( const float & Weight )


description: Combines this view with another one which will be weighted. Equals to this += OtherView * Weight.

code: void AddWeightedViewInfo ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & OtherView, const float & Weight )


description: Blends view information Note: booleans are orred together, instead of blending

code: void BlendViewInfo ( [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & OtherInfo, float OtherWeight )


description: Calculates the projection matrix (and potentially a constrained view rectangle) given aFMinimalViewInfoand partially configured projection data (must have the view rect already set). ConstrainedViewRectangle is only used if the ViewInfo.bConstrainAspectRatio is set.

code: static void CalculateProjectionMatrixGivenViewRectangle ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & ViewInfo, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EAspectRatioAxisConstraint > AspectRatioAxisConstraint, const FIntRect & ConstrainedViewRectangle, [FSceneViewProjectionData](API\Runtime\Engine\FSceneViewProjectionData) & InOutProjectionData )


description: Calculates the projection matrix using this view info's aspect ratio (regardless of bConstrainAspectRatio)


description: Is this equivalent to the other one?

code: bool Equals ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & OtherInfo ) const


description: The near plane distance of the perspective view (in world units). Returns the value of PerspectiveNearClipPlane if positive, and GNearClippingPlane otherwise


className: FOnAudioFadeChangeSignature

code: class FOnAudioFadeChangeSignature


className: FMinimalViewInfo

code: struct FMinimalViewInfo

AspectRatio

description: Aspect Ratio (Width/Height)

AspectRatioAxisConstraint

type: TOptional< EAsp...

description: Aspect ratio axis constraint override.

bConstrainAspectRatio

type: uint32: 1

description: If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.

bUseFieldOfViewForLOD

description: If true, account for the field of view angle when computing which level of detail to use for meshes.

DesiredFOV

description: The originally desired horizontal field of view before any adjustments to account for different aspect ratios

FOV

description: The horizontal field of view (in degrees) in perspective mode (ignored in orthographic mode).

Location

description: Location

OffCenterProjectionOffset

description: Off-axis / off-center projection offset as proportion of screen dimensions

OrthoFarClipPlane

description: The far plane distance of the orthographic view (in world units)

OrthoNearClipPlane

description: The near plane distance of the orthographic view (in world units)

OrthoWidth

description: The desired width (in world units) of the orthographic view (ignored in Perspective mode)

PerspectiveNearClipPlane

description: The near plane distance of the perspective view (in world units).

PostProcessBlendWeight

description: Indicates if PostProcessSettings should be applied.

PostProcessSettings

description: Post-process settings to use if PostProcessBlendWeight is non-zero.

PreviousViewTransform

type: TOptional< FTra...

description: Optional transform to be considered as this view's previous transform

ProjectionMode

type: TEnumAsByte<EC...

description: The type of camera.

description: Rotation


className: FPooledCameraShakes

description: List of reusable camera shake instances that we store in a recycling pool.

code: struct FPooledCameraShakes

PooledShakes

type: TArray<TObject...


description: Make sure ViewTarget is valid

code: void CheckViewTarget ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwningController )


code: [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetPlayerState() const


code: bool Equal ( const [FTViewTarget](API\Runtime\Engine\Camera\FTViewTarget) & OtherTarget ) const


code: [APawn](API\Runtime\Engine\GameFramework\APawn) * GetTargetPawn() const


code: void SetNewTarget ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewTarget )


className: FTViewTarget

description: A ViewTarget is the primary actor the camera is associated with.

code: struct FTViewTarget

PlayerState

type: TObjectPtr< cla...

description: PlayerState (used to follow same player through pawn transitions, etc., when spectating)

POV

type: FMinimalViewInf...

description: Computed point of view

Target

description: Target Actor used to compute POV


description: For a given linear blend value (blend percentage), return the final blend alpha with the requested function applied

code: float GetBlendAlpha ( const float & TimePct ) const


description: Calculates the projection matrix (and potentially a constrained view rectangle) given aFMinimalViewInfoand partially configured projection data (must have the view rect already set)

code: static void CalculateProjectionMatrixGivenView ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & ViewInfo, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EAspectRatioAxisConstraint > AspectRatioAxisConstraint, class [FViewport](API\Runtime\Engine\FViewport) * Viewport, struct [FSceneViewProjectionData](API\Runtime\Engine\FSceneViewProjectionData) & InOutProjectionData )


className: FViewTargetTransitionParams

description: A set of parameters to describe how to transition between view targets.

code: struct FViewTargetTransitionParams

BlendExp

type: float

description: Exponent, used by certain blend functions to control the shape of the curve.

BlendFunction

type: TEnumAsByte< en...

description: Function to apply to the blend parameter.

BlendTime

description: Total duration of blend to pending view target. 0 means no blending.

bLockOutgoing

description: If true, lock outgoing viewtarget to last frame's camera POV for the remainder of the blend.


description: This will actually activate the lens Effect. We want this separated from PostInitializeComponents so we can cache these emitters

code: void ActivateLensEffect()


code: void AdjustBaseFOV ( float NewFOV )


description: Deactivtes the particle system. If bDestroyOnSystemFinish is true, actor will die after particles are all dead.

code: void DeactivateLensEffect()


code: static FTransform GetAttachedEmitterTransform ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Emitter, const FVector & CamLoc, const FRotator & CamRot, float CamFOVDeg )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) * > GetParticleComponents() const


code: virtual [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent) * GetPrimaryParticleComponent() const


code: const FTransform & GetRelativeTransform() const


description: Returns true if any associated particle system is set to looping

code: bool IsLooping() const


description: Called when this emitter is re-triggered, for bAllowMultipleInstances=false emitters.

code: void NotifyRetriggered()


description: If this type needs to handle being pooled, override this function

code: virtual void NotifyWillBePooled()


description: Called when being added to the player camera manager. Typically happens before PreInitializeComponents (when handled from PlayerCameraManager).

code: void RegisterCamera ( [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * CameraManager )


description: Is this emitter functionally equivalent to the class OtherEmitter?

code: bool ShouldTreatEmitterAsSame ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > OtherEmitter ) const


description: Given updated camera information, adjust this effect to display appropriately.

code: virtual void UpdateLocation ( const FVector & CamLoc, const FRotator & CamRot, float CamFOVDeg )


className: ICameraLensEffectInterface

code: class ICameraLensEffectInterface


description: The implementation should just add its modifier classes to the provided array, leaving any previously gathered modifiers from other modular feature implementers.

code: void GetDefaultModifiers ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraModifier](API\Runtime\Engine\Camera\UCameraModifier) >> & ModifierClasses ) const


description: Gets the name of the camera module


className: ICameraModularFeature

description: A modular feature interface for cameras.

code: class ICameraModularFeature : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Applies the given additive offset, preserving any existing offset

code: void AddAdditiveOffset ( FTransform const & Transform, float FOV )


description: Stores a given PP and weight to be later applied when the final PP is computed. Used for things like in-editor camera animation preview.

code: void AddExtraPostProcessBlend ( [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) const & PPSettings, float PPBlendWeight )


description: Adds an Blendable (implementsIBlendableInterface) to the array of Blendables (if it doesn't exist) and update the weight

code: void AddOrUpdateBlendable ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface) > InBlendableObject, float InWeight )


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Removes any additive offset.

code: void ClearAdditiveOffset()


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


description: Removes any extra PP blends.

code: void ClearExtraPostProcessBlends()


description: Get the additive offset

code: void GetAdditiveOffset ( FTransform & OutAdditiveOffset, float & OutAdditiveFOVOffset ) const


description: Returns camera's Point of View. Called by Camera class. Subclass and postprocess to add any effects.

code: virtual void GetCameraView ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & DesiredView )


description:
Supplies the editor with a view specific to this component (think a view from a camera components POV, a render, etc.). Used for PIP preview windows.
True if the component overrides this, and fills out the view info output.

code: virtual bool GetEditorPreviewInfo ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & ViewOut )


description: Returns any extra PP blends that were stored.

code: void GetExtraPostProcessBlends ( [TArray](API\Runtime\Core\Containers\TArray)< [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) > & OutSettings, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutWeights ) const


description: Returns the filmback text used for burnins on preview viewports.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFilmbackText() const


code: bool IsXRHeadTrackedCamera() const


description: Can be called from external code to notify that this camera was cut to, so it can update things like interpolation if necessary.

code: virtual void NotifyCameraCut()


description: Internal function for updating the camera mesh visibility in PIE

code: void OnCameraMeshHiddenChanged()


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Native callback when this component is moved

code: virtual void OnUpdateTransform ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


code: void OverrideFrustumColor ( [FColor](API\Runtime\Core\Math\FColor) OverrideColor )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Refreshes the visual components to match the component state.


description: Removes a blendable.

code: void RemoveBlendable ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface) > InBlendableObject )


code: virtual void ResetProxyMeshTransform()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetAspectRatio ( float InAspectRatio )


code: void SetAspectRatioAxisConstraint ( EAspectRatioAxisConstraint InAspectRatioAxisConstraint )


code: virtual void SetCameraMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh )


code: void SetConstraintAspectRatio ( bool bInConstrainAspectRatio )


code: virtual void SetFieldOfView ( float InFieldOfView )


code: void SetOrthoWidth ( float InOrthoWidth )


code: void SetOrthoFarClipPlane ( float InOrthoFarClipPlane )


code: void SetOrthoNearClipPlane ( float InOrthoNearClipPlane )


code: void SetPostProcessBlendWeight ( float InPostProcessBlendWeight )


code: void SetProjectionMode ( [ECameraProjectionMode::Type](API\Runtime\Engine\Camera\ECameraProjectionMode__Type) InProjectionMode )


code: void SetUseFieldOfViewForLOD ( bool bInUseFieldOfViewForLOD )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Update draw frustum values

code: void UpdateDrawFrustum()


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


description: Ensure the proxy mesh is in the correct place

code: void UpdateProxyMeshTransform()


className: UCameraComponent

description: Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides. The default behavior for an actor used as the camera view target is to look for an attached camera component and use its location, rotation, and settings.

code: class UCameraComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

AdditiveFOVOffset

description: An optional extra FOV offset to adjust the final view without modifying the component

AdditiveOffset

type: FTransform

description: An optional extra transform to adjust the final view without moving the component, in the camera's local space

AspectRatio

description: Aspect Ratio (Width/Height)

AspectRatioAxisConstraint

type: TEnumAsByte< EA...

description: Override for the default aspect ratio axis constraint defined on the local player

bCameraMeshHiddenInGame

type: uint8:  1

description: If the camera mesh is visible in game. Only relevant when running editor builds.

bConstrainAspectRatio

description: If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.

bDrawFrustumAllowed

description: The Frustum visibility flag for draw frustum component initialization.

bLockToHmd

description: True if the camera's orientation and position should be locked to the HMD

bOverrideAspectRatioAxisConstraint

description: Whether to override the default aspect ratio axis constraint defined on the local player

bUseAdditiveOffset

description: True to enable the additive view offset, for adjusting the view without moving the component.

bUseFieldOfViewForLOD

description: If true, account for the field of view angle when computing which level of detail to use for meshes.

bUsePawnControlRotation

description: If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible?

DrawFrustum

description: The frustum component used to show visually where the camera field of view is.

ExtraPostProcessBlends

type: TArray<FPostPr...

description: Optional extra PostProcessing blends stored for this camera.

ExtraPostProcessBlendWeights

type: TArray< float >

FieldOfView

description: The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode)

OrthoFarClipPlane

description: The far plane distance of the orthographic view (in world units)

OrthoNearClipPlane

description: The near plane distance of the orthographic view (in world units)

OrthoWidth

description: The desired width (in world units) of the orthographic view (ignored in Perspective mode)

PostProcessBlendWeight

description: Indicates if PostProcessSettings should be used when using this Camera to view through.

PostProcessSettings

description: Post process settings to use for this camera.

ProjectionMode

description: The type of camera.

ProxyMeshComponent

description: The camera mesh to show visually where the camera is placed.


className: UCameraLensEffectInterface

code: class UCameraLensEffectInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Returns the class represented by this lens effect wrapper...

code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > GetInterfaceClass ( const [FCameraLensInterfaceClassSupport](API\Runtime\Engine\Camera\FCameraLensInterfaceClassSupport) & CameraLens )


description: Evaluate the live interface to see if it is a valid reference.

code: static void IsInterfaceValid ( const [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ICameraLensEffectInterface](API\Runtime\Engine\Camera\ICameraLensEffectInterface) > & CameraLens, EInterfaceValidResult & Result )


description: Check whether or not the interface class is valid

code: static void IsInterfaceClassValid ( const [FCameraLensInterfaceClassSupport](API\Runtime\Engine\Camera\FCameraLensInterfaceClassSupport) & CameraLens, EInterfaceValidResult & Result )


code: class UCameraLensEffectInterfaceClassSupportLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Set the represented class of the passed in variable. Note: Check the tooltips on the individual pins. You cannot bypass the validation by connecting a wires to this node!!

code: static void SetInterfaceClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > Class, [FCameraLensInterfaceClassSupport](API\Runtime\Engine\Camera\FCameraLensInterfaceClassSupport) & Var, EInterfaceValidResult & Result )


description: Allows any custom initialization. Called immediately after creation.

code: virtual void AddedToCamera ( [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * Camera )


description: Called per tick that the modifier is active to allow Blueprinted modifiers to modify the camera's transform. Scaling by Alpha happens after this in code, so no need to deal with that in the blueprint.

code: void BlueprintModifyCamera ( float DeltaTime, FVector ViewLocation, FRotator ViewRotation, float FOV, FVector & NewViewLocation, FRotator & NewViewRotation, float & NewFOV )


description: Called per tick that the modifier is active to allow Blueprinted modifiers to modify the camera's postprocess effects. Scaling by Alpha happens after this in code, so no need to deal with that in the blueprint.

code: void BlueprintModifyPostProcess ( float DeltaTime, float & PostProcessBlendWeight, [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) & PostProcessSettings )


description: Disables this modifier.

code: virtual void DisableModifier ( bool bImmediate )


description: Allows camera modifiers to output debug text during "showdebug camera"

code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


description: Enables this modifier.

code: virtual void EnableModifier()


description: Returns the ideal blend alpha for this modifier. Interpolation will seek this value.

code: virtual float GetTargetAlpha()


description: Returns the actor the camera is currently viewing.

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetViewTarget() const


description: Returns the appropriate world context for this object.

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description:
Directly modifies variables in the owning camera
bool True if should STOP looping the chain, false otherwise

code: virtual bool ModifyCamera ( float DeltaTime, struct [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV )


description: Allows modifying the camera in native code.

code: virtual void ModifyCamera ( float DeltaTime, FVector ViewLocation, FRotator ViewRotation, float FOV, FVector & NewViewLocation, FRotator & NewViewRotation, float & NewFOV )


description: Returns true if modifier is disabled, false otherwise.

code: virtual bool IsDisabled() const


description: Allows modifying the post process in native code.

code: virtual void ModifyPostProcess ( float DeltaTime, float & PostProcessBlendWeight, [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) & PostProcessSettings )


code: void OnCameraOwnerDestroyed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InOwner )


description:
Default just returns ViewRotation unchanged
Return true to prevent subsequent (lower priority) modifiers to further adjust rotation, false otherwise.

code: virtual bool ProcessViewRotation ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, float DeltaTime, FRotator & OutViewRotation, FRotator & OutDeltaRot )


description: Toggled disabled/enabled state of this modifier.

code: virtual void ToggleModifier()


description: Responsible for updating alpha blend value.

code: virtual void UpdateAlpha ( float DeltaTime )


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


className: UCameraModifier

description: and is associated uniquely with a specificAPlayerCameraManager.

code: class UCameraModifier : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Alpha

description: Current blend alpha.

AlphaInTime

description: When blending in, alpha proceeds from 0 to 1 over this time

AlphaOutTime

description: When blending out, alpha proceeds from 1 to 0 over this time

bDebug

type: uint32:  1

description: If true, enables certain debug visualization features.

bDisabled

description: If true, do not apply this modifier to the camera.

bExclusive

description: If true, no other modifiers of same priority allowed.

bPendingDisable

description: If true, this modifier will disable itself when finished interpolating out.

CameraOwner

description: Camera this object is associated with.

Priority

description: Priority value that determines the order in which modifiers are applied.


description: Adds a new active screen shake to be applied.

code: virtual [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) * AddCameraShake ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > NewShake, const [FAddCameraShakeParams](API\Runtime\Engine\Camera\FAddCameraShakeParams) & Params )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: void AddCameraShakeDebugData ( [FActiveCameraShakeInfo](API\Runtime\Engine\Camera\FActiveCameraShakeInfo) & ShakeInfo )


description: Allows camera modifiers to output debug text during "showdebug camera"

code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


code: void DisplayDebugGraphs ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay )


description: Returns a list of currently active camera shakes.

code: virtual void GetActiveCameraShakes ( [TArray](API\Runtime\Core\Containers\TArray)< [FActiveCameraShakeInfo](API\Runtime\Engine\Camera\FActiveCameraShakeInfo) > & ActiveCameraShakes ) const


code: [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) * ReclaimShakeFromExpiredPool ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > CameraShakeClass )


description:
Directly modifies variables in the owning camera
bool True if should STOP looping the chain, false otherwise

code: virtual bool ModifyCamera ( float DeltaTime, struct [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV )


description: Stops and removes all camera shakes of the given class from the camera.

code: virtual void RemoveAllCameraShakesOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > ShakeClass, bool bImmediately )


description: Stops and removes all camera shakes originating from the given source.

code: virtual void RemoveAllCameraShakesFromSource ( const [UCameraShakeSourceComponent](API\Runtime\Engine\Camera\UCameraShakeSourceComponent) * SourceComponent, bool bImmediately )


description: Stops and removes all camera shakes of the given class originating from the given source.

code: virtual void RemoveAllCameraShakesOfClassFromSource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > ShakeClass, const [UCameraShakeSourceComponent](API\Runtime\Engine\Camera\UCameraShakeSourceComponent) * SourceComponent, bool bImmediately )


description: Stops and removes all camera shakes from the camera.

code: virtual void RemoveAllCameraShakes ( bool bImmediately )


description: Stops and removes the camera shake of the given class from the camera.

code: virtual void RemoveCameraShake ( [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) * ShakeInst, bool bImmediately )


code: void RemoveCameraShakeDebugData ( const [FActiveCameraShakeInfo](API\Runtime\Engine\Camera\FActiveCameraShakeInfo) & ShakeInfo )


code: void SaveShakeInExpiredPoolIfPossible ( const [FActiveCameraShakeInfo](API\Runtime\Engine\Camera\FActiveCameraShakeInfo) & ShakeInfo )


code: void SaveShakeInExpiredPool ( [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) * ShakeInst )


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


description: AUCameraModifier_CameraShakeis a camera modifier that can apply aUCameraShakeBaseto the owning camera.

code: class UCameraModifier_CameraShake : public [UCameraModifier](API\Runtime\Engine\Camera\UCameraModifier)

ActiveShakes

type: TArray<FActive...

description: List of active CameraShake instances

bRecordDebugData

type: bool

description: Whether we are currently recording camera shake debug info

DebugShakes

type: TArray<FCamera...

description: List of debug data for camera shakes

ExpiredPooledShakesMap

type: TMap<TSubclass...

SplitScreenShakeScale

description: Scaling factor applied to all camera shakes in when in splitscreen mode.


description: Applies any appropriate system-wide limits

code: static void ApplyLimits ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InPOV, [FCameraShakeUpdateResult](API\Runtime\Engine\Camera\FCameraShakeUpdateResult) & InOutResult )


description: Note that this modifies the result and makes it "absolute".

code: void ApplyPlaySpace ( const [FCameraShakeUpdateParams](API\Runtime\Engine\Camera\FCameraShakeUpdateParams) & Params, [FCameraShakeUpdateResult](API\Runtime\Engine\Camera\FCameraShakeUpdateResult) & InOutResult ) const


code: static void ApplyPlaySpace ( ECameraShakePlaySpace PlaySpace, FMatrix UserPlaySpaceMatrix, const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InPOV, [FCameraShakeUpdateResult](API\Runtime\Engine\Camera\FCameraShakeUpdateResult) & InOutResult )


description: Uses the given result parameters to apply the given result to the given input view info

code: static void ApplyResult ( const [FCameraShakeApplyResultParams](API\Runtime\Engine\Camera\FCameraShakeApplyResultParams) & ApplyParams, const [FCameraShakeUpdateResult](API\Runtime\Engine\Camera\FCameraShakeUpdateResult) & InResult, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV )


description: Applies all the appropriate auto-scaling to the current shake offset (only if the result is "relative")

code: static void ApplyScale ( const [FCameraShakeUpdateParams](API\Runtime\Engine\Camera\FCameraShakeUpdateParams) & Params, [FCameraShakeUpdateResult](API\Runtime\Engine\Camera\FCameraShakeUpdateResult) & InOutResult )


description: Applies the given scale to the current shake offset (only if the result is "relative")

code: static void ApplyScale ( float Scale, [FCameraShakeUpdateResult](API\Runtime\Engine\Camera\FCameraShakeUpdateResult) & InOutResult )


description: Creates a new pattern of the given type and sets it as the root one on this shake

code: template<typename ShakePatternType> ShakePatternType * ChangeRootShakePattern()


description: Gets the current camera manager. Will be null if the shake isn't active.

code: [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * GetCameraManager() const


description: The values could be 0 or negative if there's no blend in and/or out.

code: void GetCameraShakeBlendTimes ( float & OutBlendIn, float & OutBlendOut ) const


description:
Gets the default blend in/out durations for camera shakes of the given class.
Whether valid default blend in/out times were found

code: static bool GetCameraShakeBlendTimes ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > CameraShakeClass, float & OutBlendIn, float & OutBlendOut )


description: The value could be 0 or negative if the shake uses the oscillator, meaning, respectively, no oscillation, or indefinite oscillation.


description:
Gets the default duration for camera shakes of the given class.
Whether a valid default duration was found

code: static bool GetCameraShakeDuration ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > CameraShakeClass, [FCameraShakeDuration](API\Runtime\Engine\Camera\FCameraShakeDuration) & OutDuration )


description: Deprecated* Elapsed time doesn't exist anymore, get the information from the root shake pattern

code: float GetElapsedTime() const


description: Returns the current play space. The value is irrelevant if the shake isn't active.


description: Gets the root pattern of this camera shake

code: [UCameraShakePattern](API\Runtime\Engine\Camera\UCameraShakePattern) * GetRootShakePattern() const


description: Gets some infromation about this specific camera shake

code: void GetShakeInfo ( [FCameraShakeInfo](API\Runtime\Engine\Camera\FCameraShakeInfo) & OutInfo ) const


description: A camera shake is active between the calls to StartShake and TeardownShake.

code: bool IsActive() const


description: Returns the current play space matrix. The value is irrelevant if the shake isn't active, or if its play space isn't UserDefined.

code: const FMatrix & GetUserPlaySpaceMatrix() const


description: Returns whether this camera shake is finished

code: bool IsFinished() const


description: Scrubs this camera shake to the given time and applies its effect to the given view

code: void ScrubAndApplyCameraShake ( float AbsoluteTime, float Alpha, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV )


description: Sets the root pattern of this camera shake

code: void SetRootShakePattern ( [UCameraShakePattern](API\Runtime\Engine\Camera\UCameraShakePattern) * InPattern )


description: Sets the current play space matrix. This method has no effect if the shake isn't active, or if its play space isn't UserDefined.

code: void SetUserPlaySpaceMatrix ( const FMatrix & InMatrix )


description: Starts this camera shake with the given parameters

code: void StartShake ( [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * Camera, float Scale, ECameraShakePlaySpace InPlaySpace, FRotator UserPlaySpaceRot )


description: Stops this camera shake

code: void StopShake ( bool bImmediately )


description: Tears down this camera shake before destruction or recycling

code: void TeardownShake()


description: Updates this camera shake and applies its effect to the given view

code: void UpdateAndApplyCameraShake ( float DeltaTime, float Alpha, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV )


description: Create a new instance of a camera shake

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