Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- Engine.SeqAct_CameraLookAt
Variables Summary | |
---|---|
bool | bAdjustCamera |
bool | bUsedTimer |
float | RemainingTime |
SeqAct_CameraLookAt | |
bool | bAffectCamera |
bool | bAffectHead |
bool | bAlwaysFocus |
bool | bCheckLineOfSight |
bool | bDisableInput |
bool | bIgnoreTrace |
bool | bLeaveCameraRotation |
bool | bToggleGodMode |
bool | bTurnInPlace |
float | CameraFOV |
Name | FocusBoneName |
Vector2d | InFocusFOV |
Vector2d | InterpSpeedRange |
String | TextDisplay |
float | TotalTime |
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 |
---|
DEPRECATED. Functionally replaced by bTurnInPlace for clarity in version 4.
Whether this event used a timer or not
Should this affect the camera?
Should this turn the character's head?
If FALSE, focus only if point roughly in view; if TRUE, focus no matter where player is looking
TRUE to validate visibility of lookat target before doing any camera changes
Don't allow input
If TRUE, ignore world trace to find a good spot
Leave the camera focused on the actor?
Set this player in god mode? Only works if bAffectCamera == TRUE
If TRUE, camera will rotate in place. If FALSE, camera can move as necessary.
If >= 0, override camera fov to be this.
Name of bone to focus on if available
How tight the focus should be
Speed range of interpolation to focus camera
Text to display while camera is focused
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' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |