AutoFollowMode | ECameraAutoFollowMode | Auto follow behavior to apply to the camera |
CameraDistanceLimits | FVector2D | Default transform for the camera in pivot space |
CameraInOutSpeed | number | Default transform for the camera in pivot space |
CameraPenetrationAvoidanceRays | FPenetrationAvoidanceRay[] | Rays used when detecting obstacles that the camera needs to avoid |
CameraPenetrationAvoidanceRaysForSwim | FPenetrationAvoidanceRay[] | Rays used when detecting obstacles that the camera needs to avoid while the character is swimming |
CameraToPivot | FTransform | Default transform for the camera in pivot space |
CameraToPivotTranslationInterpolator | FDoubleIIRInterpolatorVector | Interpolator for smooth changes to the camera's translation in pivot space |
CameraToPivot_PitchAdjustmentCurve | UCurveVector | 0 on this curve corresponds to PitchMin (PitchLimits.X, looking down). 1 corresponds to max pitch (PitchLimits.Y, looking up). |
CameraToPivot_PitchAdjustmentCurveScale | number | Scalar applied to pitch adjustment scale curve output, for cases where you want to make a 0..1 curve shape and set magnitude here. |
CameraToPivot_SpeedAdjustmentCurve | UCurveVector | 0 on this curve corresponds to CameraToPivot_SpeedAdjustment_SpeedRange.X (range min). 1 corresponds to CameraToPivot_SpeedAdjustment_SpeedRange.Y (range max). |
CameraToPivot_SpeedAdjustmentCurveScale | number | Scalar 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_SpeedRange | FVector2D | Speeds between which the camera to pivot translation is interpolated between base CameraToPivot translation and the translation obtained from the CameraToPivot_SpeedAdjustmentCurve curve. |
DepthOfFieldDepthBlurAmount_CurveFloat | UCurveFloat | CircleDOF only: Depth blur km for 50% |
DepthOfFieldDepthBlurRadius_CurveFloat | UCurveFloat | CircleDOF only: Depth blur radius in pixels at 1920x |
DepthOfFieldFocalDistance_CurveFloat | UCurveFloat | Distance in which the Depth of Field effect should be sharp, in unreal units (cm) |
DepthOfFieldSensorWidth_CurveFloat | UCurveFloat | Width of the camera sensor to assume, in mm. |
DepthOfFieldSqueezeFactor_CurveFloat | UCurveFloat | Width of the camera sensor to assume, in mm. |
LastPenetrationBlockedPct | number | Cache of the percentage of the distance blocked between the camera location and safe location calculated on the previous update |
LastSafeLocationLocal | FVector | Cache of camera safe location calculated on the previous update |
LazyAutoFollowPitchLimits | FVector2D | Pitch limits to apply when the LazyFollow CameraAutoFollowMode is enabled and AllowLazyAutoFollowPitchControl is false |
LazyFollowDelayAfterUserControl | number | Delay in seconds before lazy follow behavior kicks in after manual control of the camera |
LazyFollowLaziness | number | Higher numbers == slower following behavior, lower == faster. 0 == perfectly tight. |
LookatOffsetLocal | FVector | Offset of the camera's look at point relative to the ViewTarget's transform |
LookatWorldSpaceInterpolator | FIIRInterpolatorVector | Interpolator for smooth updates to the final world position of the camera look at point |
MouseSensitivityPitch | number | Mouse Sensitivity Y. (multiply by base sensitivity) |
MouseSensitivityYaw | number | Mouse Sensitivity X. (multiply by base sensitivity) |
PenetrationBlendInTime | number | Blend time when having to bring the camera closer to the safe loc to avoid penetration |
PenetrationBlendOutTime | number | Blend time when bringing the camera away from the safe loc when space is available |
PenetrationHardBlockedBlendInTime | number | Blend time when having to bring the camera closer to the safe loc to avoid penetration (Blocked Primary Ray) |
PivotLocXInterpolator | FDoubleIIRInterpolatorFloat | Interpolator 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 |
PivotLocYInterpolator | FDoubleIIRInterpolatorFloat | |
PivotLocZInterpolator | FDoubleIIRInterpolatorFloat | |
PivotPitchLimits | FVector2D | Min and Max pitch thresholds for the camera pivot, in degrees |
PivotRotInterpolator | FDoubleIIRInterpolatorRotator | Interpolator for smooth changes to the camera pivot's rotation in world space |
PivotToViewTarget | FTransform | Transform for the Pivot, in the ViewTarget's space. This is the point the camera rotates around. |
PivotYawLimits | FVector2D | Min and Max yaw thresholds for the camera pivot in degrees |
PredictiveLookatTime | number | The length of time in seconds in the future the camera will predict the look at point to be when DoPredictiveLookat is enabled |
SafeLocPenetrationAvoidanceRays | FPenetrationAvoidanceRay[] | Rays used when ensuring that the camera's safe location remains unobstructed |
SafeLocationInterpolator | FIIRInterpolatorVector | Interpolator for smooth updates to the camera's safe location |
SafeLocationOffset | FVector | Offset relative to view target to the "safe" place for the camera. This is where penetration ray traces originate. |
ShoulderLateralRatio | number | |
XYDeltaToInterpolateSpeed_CurveFloat | UCurveFloat | Width of the camera sensor to assume, in mm. |
ZDeltaToInterpolateSpeed_CurveFloat | UCurveFloat | Distance in which the Depth of Field effect should be sharp, in unreal units (cm) |
bAllowLazyAutoFollowPitchControl | boolean | When enabled, manual camera pitch set by player will be used when in LazyFollow mode |
bDoPredictiveAvoidance | integer | If true, try to detect nearby walls and move the camera in anticipation. Helps prevent popping. |
bDoPredictiveLookat | integer | When enabled, the view target's velocity will be taken into account when calculating our goal look at point |
bDrawDebugLookat | boolean | When enabled, debug visuals will be rendered for the camera look at point |
bDrawDebugPenetrationAvoidance | boolean | When enabled, debug visuals will be rendered for the penetration avoidance ray traces |
bDrawDebugPivot | boolean | When enabled, debug visuals will be rendered for the camera pivot point |
bDrawDebugSafeLoc | boolean | When enabled, debug visuals will be rendered for the camera safe location, where penetration avoidance ray traces originate |
bPreventCameraPenetration | integer | If true, the camera will perform ray traces to detect potential obstacles and adjust accordingly |
bUseLookatPoint | integer | When enabled the camera will automatically rotate to focus the look at point. If false, the camera will just look straight ahead. |
bValidateSafeLoc | integer | If true, does an extra ray trace to make sure the safe loc is actually safe. |