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UB1FirstPersonCameraMode

Overview

  • First-person camera mode that positions the camera at the character's head bone. Uses the same head bone access pattern as B1CameraMode_Vehicle's Indoor camera.

Metadata

FieldValue
Kindclass
EnvironmentB1 - Presentation
Categoryclasses
ExtendsUB1CameraMode

Properties (17)

NameTypeDescription
AvatarChangeBlendTimenumberBlend time (seconds) for re-entering first person when changing character. 0 means instant.
AvatarChangeCameraModeEB1CameraModeTypeCamera mode to switch to when changing character (default: FirstPerson = stay first person).
ExitCameraModeEB1CameraModeTypeCamera mode to switch to when exiting first person (default: ShoulderView).
EyeOffsetFVectorForward offset from head bone position (X=forward, Y=right, Z=up) in cm
FirstPersonFOVnumberFOV for first-person view
FreeViewHoldTimenumberView hold time (seconds) after releasing FreeView (right-click/stick). Returns to the default direction after this time.
GamepadSensitivityMultipliernumberGamepad sensitivity multiplier
MouseSensitivitynumberMouse sensitivity multiplier
PitchLimitsFVector2DPitch rotation limits (min, max) in degrees
ReturnToForwardSpeednumberSpeed at which camera returns to head bone forward direction after drag release
TalkExitHoldTimenumberLookAt hold time (seconds) after a conversation ends. Returns to the capsule direction after this time or when movement starts.
TalkLookAtMaxDistancenumberMax distance (cm) for applying talk LookAt. Does not look beyond this. Default 200 cm = 2 m.
TalkLookAtPitchLimitnumberMax pitch range (degrees) for applying talk LookAt. Does not look beyond this angle. Default 30.
TalkLookAtYawLimitnumberMax yaw range (degrees) for applying talk LookAt. Looks only when within +/- this angle of the character's forward. 90 = within the forward hemisphere, 180 = no limit.
YawLimitsFVector2DYaw rotation limits relative to character forward (min, max) in degrees
bCursorHitPrioritybooleanCursor hit priority (true, default) vs scanner priority (false) for gamepad interaction.
bUseCapsuleBasedRotationbooleantrue: capsule-component (character)-based rotation/position; false: Head-bone-based rotation/position.