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Engine.SeqAct_CameraLookAt

Extends
SequenceAction
Modifiers
native ( Sequence )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_CameraLookAt

Variables Summary
boolbAdjustCamera
boolbUsedTimer
floatRemainingTime
SeqAct_CameraLookAt
boolbAffectCamera
boolbAffectHead
boolbAlwaysFocus
boolbCheckLineOfSight
boolbDisableInput
boolbIgnoreTrace
boolbLeaveCameraRotation
boolbToggleGodMode
boolbTurnInPlace
floatCameraFOV
NameFocusBoneName
Vector2dInFocusFOV
Vector2dInterpSpeedRange
StringTextDisplay
floatTotalTime
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks

Structures Summary
Inherited Structures from Engine.SequenceOp
SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink

Functions Summary
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset


Variables Detail

bAdjustCamera Source code

var deprecated bool bAdjustCamera;
DEPRECATED. Functionally replaced by bTurnInPlace for clarity in version 4.

bUsedTimer Source code

var bool bUsedTimer;
Whether this event used a timer or not

RemainingTime Source code

var transient float RemainingTime;

SeqAct_CameraLookAt

bAffectCamera Source code

var(SeqAct_CameraLookAt) bool bAffectCamera;
Should this affect the camera?

bAffectHead Source code

var(SeqAct_CameraLookAt) bool bAffectHead;
Should this turn the character's head?

bAlwaysFocus Source code

var(SeqAct_CameraLookAt) bool bAlwaysFocus;
If FALSE, focus only if point roughly in view; if TRUE, focus no matter where player is looking

bCheckLineOfSight Source code

var(SeqAct_CameraLookAt) bool bCheckLineOfSight;
TRUE to validate visibility of lookat target before doing any camera changes

bDisableInput Source code

var(SeqAct_CameraLookAt) bool bDisableInput;
Don't allow input

bIgnoreTrace Source code

var(SeqAct_CameraLookAt) bool bIgnoreTrace;
If TRUE, ignore world trace to find a good spot

bLeaveCameraRotation Source code

var(SeqAct_CameraLookAt) bool bLeaveCameraRotation;
Leave the camera focused on the actor?

bToggleGodMode Source code

var(SeqAct_CameraLookAt) bool bToggleGodMode;
Set this player in god mode? Only works if bAffectCamera == TRUE

bTurnInPlace Source code

var(SeqAct_CameraLookAt) bool bTurnInPlace;
If TRUE, camera will rotate in place. If FALSE, camera can move as necessary.

CameraFOV Source code

var(SeqAct_CameraLookAt) float CameraFOV;
If >= 0, override camera fov to be this.

FocusBoneName Source code

var(SeqAct_CameraLookAt) Name FocusBoneName;
Name of bone to focus on if available

InFocusFOV Source code

var(SeqAct_CameraLookAt) Vector2d InFocusFOV;
How tight the focus should be

InterpSpeedRange Source code

var(SeqAct_CameraLookAt) Vector2d InterpSpeedRange;
Speed range of interpolation to focus camera

TextDisplay Source code

var(SeqAct_CameraLookAt) String TextDisplay;
Text to display while camera is focused

TotalTime Source code

var(SeqAct_CameraLookAt) float TotalTime;
The total amount of time the camera lookat will happen


Defaultproperties

defaultproperties
{
   bAffectCamera=True
   bTurnInPlace=True
   bDisableInput=True
   InterpSpeedRange=(X=3.000000,Y=3.000000)
   InFocusFOV=(X=1.000000,Y=1.000000)
   CameraFOV=-1.000000
   bLatentExecution=True
   OutputLinks(1)=(LinkDesc="Finished")
   OutputLinks(2)=(LinkDesc="Succeeded")
   OutputLinks(3)=(LinkDesc="Failed")
   VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Focus",MinVars=1,MaxVars=255)
   ObjClassVersion=4
   ObjName="Look At"
   ObjCategory="Camera"
   Name="Default__SeqAct_CameraLookAt"
   ObjectArchetype=SequenceAction'Engine.Default__SequenceAction'
}

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Creation time: sk 18-3-2018 10:00:42.693 - Created with UnCodeX