UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
CameraShakeSourceComponent.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
9#include "CameraShakeSourceComponent.generated.h"
10
12class UTexture2D;
13
14UENUM(BlueprintType)
20
38
39UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), MinimalAPI)
40class UCameraShakeSourceComponent : public USceneComponent
41{
43
44public:
46
47 ENGINE_API virtual void BeginPlay() override;
48 ENGINE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
49
50 ENGINE_API virtual void OnRegister() override;
51
52#if WITH_EDITOR
54 ENGINE_API virtual void PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent) override;
55#endif
56
57private:
58 void UpdateEditorSpriteTexture();
59
60#if WITH_EDITOR
62#endif
63
64public:
66 ENGINE_API void StartCameraShake(const FCameraShakeSourceComponentStartParams& Params);
67
68public:
70 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Attenuation)
72
74 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Attenuation)
75 float InnerAttenuationRadius;
76
78 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Attenuation)
79 float OuterAttenuationRadius;
80
82 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CameraShake)
84
86 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CameraShake)
87 bool bAutoStart;
88
89#if WITH_EDITORONLY_DATA
93
97#endif
98
99public:
100 UFUNCTION(BlueprintCallable, Category = CameraShake)
101 ENGINE_API void Start();
102
104 UFUNCTION(BlueprintCallable, Category = CameraShake)
106
108 UFUNCTION(BlueprintCallable, Category = CameraShake)
109 ENGINE_API void StopAllCameraShakesOfType(TSubclassOf<UCameraShakeBase> InCameraShake, bool bImmediately = true);
110
112 UFUNCTION(BlueprintCallable, Category = CameraShake)
113 ENGINE_API void StopAllCameraShakes(bool bImmediately = true);
114
116 UFUNCTION(BlueprintCallable, Category = CameraShake)
117 ENGINE_API float GetAttenuationFactor(const FVector& Location) const;
118};
ECameraShakeAttenuation
Definition CameraShakeSourceComponent.h:16
ECameraShakePlaySpace
Definition CameraTypes.h:26
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define UFUNCTION(...)
Definition ObjectMacros.h:745
#define UCLASS(...)
Definition ObjectMacros.h:776
#define UENUM(...)
Definition ObjectMacros.h:749
uint8_t uint8
Definition binka_ue_file_header.h:8
Definition UObjectGlobals.h:1292
Definition UnrealType.h:174
Definition SubclassOf.h:30
Definition CameraShakeBase.h:440
Definition CameraShakeSourceComponent.h:41
Definition Texture2D.h:26
Type
Definition EngineTypes.h:3431
Definition CameraShakeSourceComponent.h:22
float Scale
Definition CameraShakeSourceComponent.h:27
TOptional< float > DurationOverride
Definition CameraShakeSourceComponent.h:36
TSubclassOf< UCameraShakeBase > ShakeClass
Definition CameraShakeSourceComponent.h:24
ECameraShakePlaySpace PlaySpace
Definition CameraShakeSourceComponent.h:30
FRotator UserPlaySpaceRot
Definition CameraShakeSourceComponent.h:33
Definition UnrealType.h:6865
Definition ObjectPtr.h:488
Definition Optional.h:131
static CORE_API const TRotator< double > ZeroRotator
Definition Rotator.h:57