21 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =
"Camera")
24 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Camera")
27 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
30 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Frame")
31 float StartSeconds = 0.0f;
33 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Frame")
34 float EndSeconds = 0.0f;
44 void ForceEndAllEffects();
46 FVector GetEffectiveRotation()
const;
47 FVector GetRuntimeRotationOffset()
const;
48 void SetRuntimeRotationOffset(
const FVector& InRuntimeRotationOffset);
49 void ClearRuntimeRotationOffset();
50 void SetFocusTargetActor(AActor* InFocusTargetActor);
51 AActor* GetFocusTargetActor()
const;
52 void ClearFocusTargetActor();
55 UFUNCTION(BlueprintCallable, Category =
"Camera|Effect")
59 UFUNCTION(BlueprintCallable, Category =
"Camera|Effect")
60 void OnStartCameraEffects(
const int32 SectionID);
62 UFUNCTION(BlueprintCallable, Category =
"Camera|Effect")
63 void OnEndCameraEffects(
const int32 SectionID);
65 UFUNCTION(BlueprintCallable, Category =
"Camera|Effect")
66 void OnExecuteCameraEffects(
const int32 SectionID);
68 UFUNCTION(BlueprintCallable, Category =
"Camera")
69 bool OnInitializeCameraEffect(
const FCameraEffect& CameraEffect);
72 bool TryGetCameraEffect(
const int32 SectionID, OUT
FCameraEffect& CameraEffect);
75 UPROPERTY(EditAnywhere, Interp, BlueprintReadWrite, Category =
"Camera")
76 FVector Position = FVector::ZeroVector;
78 UPROPERTY(EditAnywhere, Interp, BlueprintReadWrite, Category = "Camera")
79 FVector Rotation = FVector::ZeroVector;
81 UPROPERTY(EditAnywhere, Interp, BlueprintReadWrite, Category = "Camera")
82 float WorldTimeScale = 1.0f;
84 UPROPERTY(EditAnywhere, Interp, BlueprintReadWrite, Category = "Camera")
85 float FieldOfViewOffset = 0.0f;
87 UPROPERTY(EditAnywhere, Interp, BlueprintReadWrite, Category = "Camera")
88 bool bStopMovement = false;
90 UPROPERTY(EditAnywhere, Interp, BlueprintReadWrite, Category = "Camera")
91 bool bStopRotation = false;
94 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Shake")
102 FVector RuntimeRotationOffset = FVector::ZeroVector;
105 TWeakObjectPtr<AActor> FocusTargetActor;