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UB1CameraMode_Follow

Overview

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Metadata

FieldValue
Kindclass
EnvironmentB1 - Presentation
Categoryclasses
ExtendsUB1CameraMode

Properties (53)

NameTypeDescription
AutoFollowModeECameraAutoFollowModeAuto follow behavior to apply to the camera
CameraDistanceLimitsFVector2DDefault transform for the camera in pivot space
CameraInOutSpeednumberDefault transform for the camera in pivot space
CameraPenetrationAvoidanceRaysFPenetrationAvoidanceRay[]Rays used when detecting obstacles that the camera needs to avoid
CameraPenetrationAvoidanceRaysForSwimFPenetrationAvoidanceRay[]Rays used when detecting obstacles that the camera needs to avoid while the character is swimming
CameraToPivotFTransformDefault transform for the camera in pivot space
CameraToPivotTranslationInterpolatorFDoubleIIRInterpolatorVectorInterpolator for smooth changes to the camera's translation in pivot space
CameraToPivot_PitchAdjustmentCurveUCurveVector0 on this curve corresponds to PitchMin (PitchLimits.X, looking down). 1 corresponds to max pitch (PitchLimits.Y, looking up).
CameraToPivot_PitchAdjustmentCurveScalenumberScalar applied to pitch adjustment scale curve output, for cases where you want to make a 0..1 curve shape and set magnitude here.
CameraToPivot_SpeedAdjustmentCurveUCurveVector0 on this curve corresponds to CameraToPivot_SpeedAdjustment_SpeedRange.X (range min). 1 corresponds to CameraToPivot_SpeedAdjustment_SpeedRange.Y (range max).
CameraToPivot_SpeedAdjustmentCurveScalenumberScalar applied to speed adjustment scale curve output, for cases where you want to make a 0..1 curve shape and set magnitude here.
CameraToPivot_SpeedAdjustment_SpeedRangeFVector2DSpeeds between which the camera to pivot translation is interpolated between base CameraToPivot translation and the translation obtained from the CameraToPivot_SpeedAdjustmentCurve curve.
DepthOfFieldDepthBlurAmount_CurveFloatUCurveFloatCircleDOF only: Depth blur km for 50%
DepthOfFieldDepthBlurRadius_CurveFloatUCurveFloatCircleDOF only: Depth blur radius in pixels at 1920x
DepthOfFieldFocalDistance_CurveFloatUCurveFloatDistance in which the Depth of Field effect should be sharp, in unreal units (cm)
DepthOfFieldSensorWidth_CurveFloatUCurveFloatWidth of the camera sensor to assume, in mm.
DepthOfFieldSqueezeFactor_CurveFloatUCurveFloatWidth of the camera sensor to assume, in mm.
LastPenetrationBlockedPctnumberCache of the percentage of the distance blocked between the camera location and safe location calculated on the previous update
LastSafeLocationLocalFVectorCache of camera safe location calculated on the previous update
LazyAutoFollowPitchLimitsFVector2DPitch limits to apply when the LazyFollow CameraAutoFollowMode is enabled and AllowLazyAutoFollowPitchControl is false
LazyFollowDelayAfterUserControlnumberDelay in seconds before lazy follow behavior kicks in after manual control of the camera
LazyFollowLazinessnumberHigher numbers == slower following behavior, lower == faster. 0 == perfectly tight.
LookatOffsetLocalFVectorOffset of the camera's look at point relative to the ViewTarget's transform
LookatWorldSpaceInterpolatorFIIRInterpolatorVectorInterpolator for smooth updates to the final world position of the camera look at point
MouseSensitivityPitchnumberMouse Sensitivity Y. (multiply by base sensitivity)
MouseSensitivityYawnumberMouse Sensitivity X. (multiply by base sensitivity)
PenetrationBlendInTimenumberBlend time when having to bring the camera closer to the safe loc to avoid penetration
PenetrationBlendOutTimenumberBlend time when bringing the camera away from the safe loc when space is available
PenetrationHardBlockedBlendInTimenumberBlend time when having to bring the camera closer to the safe loc to avoid penetration (Blocked Primary Ray)
PivotLocXInterpolatorFDoubleIIRInterpolatorFloatInterpolator for smooth changes to the camera pivot's location in world space. Note: For very fast moving objects you may want to set this to 0,0 for instant pivot updates
PivotLocYInterpolatorFDoubleIIRInterpolatorFloat
PivotLocZInterpolatorFDoubleIIRInterpolatorFloat
PivotPitchLimitsFVector2DMin and Max pitch thresholds for the camera pivot, in degrees
PivotRotInterpolatorFDoubleIIRInterpolatorRotatorInterpolator for smooth changes to the camera pivot's rotation in world space
PivotToViewTargetFTransformTransform for the Pivot, in the ViewTarget's space. This is the point the camera rotates around.
PivotYawLimitsFVector2DMin and Max yaw thresholds for the camera pivot in degrees
PredictiveLookatTimenumberThe length of time in seconds in the future the camera will predict the look at point to be when DoPredictiveLookat is enabled
SafeLocPenetrationAvoidanceRaysFPenetrationAvoidanceRay[]Rays used when ensuring that the camera's safe location remains unobstructed
SafeLocationInterpolatorFIIRInterpolatorVectorInterpolator for smooth updates to the camera's safe location
SafeLocationOffsetFVectorOffset relative to view target to the "safe" place for the camera. This is where penetration ray traces originate.
ShoulderLateralRationumber
XYDeltaToInterpolateSpeed_CurveFloatUCurveFloatWidth of the camera sensor to assume, in mm.
ZDeltaToInterpolateSpeed_CurveFloatUCurveFloatDistance in which the Depth of Field effect should be sharp, in unreal units (cm)
bAllowLazyAutoFollowPitchControlbooleanWhen enabled, manual camera pitch set by player will be used when in LazyFollow mode
bDoPredictiveAvoidanceintegerIf true, try to detect nearby walls and move the camera in anticipation. Helps prevent popping.
bDoPredictiveLookatintegerWhen enabled, the view target's velocity will be taken into account when calculating our goal look at point
bDrawDebugLookatbooleanWhen enabled, debug visuals will be rendered for the camera look at point
bDrawDebugPenetrationAvoidancebooleanWhen enabled, debug visuals will be rendered for the penetration avoidance ray traces
bDrawDebugPivotbooleanWhen enabled, debug visuals will be rendered for the camera pivot point
bDrawDebugSafeLocbooleanWhen enabled, debug visuals will be rendered for the camera safe location, where penetration avoidance ray traces originate
bPreventCameraPenetrationintegerIf true, the camera will perform ray traces to detect potential obstacles and adjust accordingly
bUseLookatPointintegerWhen enabled the camera will automatically rotate to focus the look at point. If false, the camera will just look straight ahead.
bValidateSafeLocintegerIf true, does an extra ray trace to make sure the safe loc is actually safe.

Functions (1)

FunctionParametersReturnsDescription
OnCameraCollisionOptionChangedbEnable: boolean-Callback invoked on Camera Collision Option Changed.