UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UCameraShakeSourceComponent Class Reference

#include <CameraShakeSourceComponent.h>

+ Inheritance diagram for UCameraShakeSourceComponent:

Public Member Functions

ENGINE_API UCameraShakeSourceComponent (const FObjectInitializer &ObjectInitializer)
 
virtual ENGINE_API void BeginPlay () override
 
virtual ENGINE_API void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual ENGINE_API void OnRegister () override
 
ENGINE_API void StartCameraShake (const FCameraShakeSourceComponentStartParams &Params)
 
ENGINE_API void Start ()
 
ENGINE_API void StartCameraShake (TSubclassOf< UCameraShakeBase > InCameraShake, float Scale=1.f, ECameraShakePlaySpace PlaySpace=ECameraShakePlaySpace::CameraLocal, FRotator UserPlaySpaceRot=FRotator::ZeroRotator)
 
ENGINE_API void StopAllCameraShakesOfType (TSubclassOf< UCameraShakeBase > InCameraShake, bool bImmediately=true)
 
ENGINE_API void StopAllCameraShakes (bool bImmediately=true)
 
ENGINE_API float GetAttenuationFactor (const FVector &Location) const
 

Public Attributes

ECameraShakeAttenuation Attenuation
 
float InnerAttenuationRadius
 
float OuterAttenuationRadius
 
TSubclassOf< UCameraShakeBaseCameraShake
 
bool bAutoStart
 

Constructor & Destructor Documentation

◆ UCameraShakeSourceComponent()

UCameraShakeSourceComponent::UCameraShakeSourceComponent ( const FObjectInitializer ObjectInitializer)

Member Function Documentation

◆ BeginPlay()

void UCameraShakeSourceComponent::BeginPlay ( )
overridevirtual

◆ EndPlay()

void UCameraShakeSourceComponent::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overridevirtual

◆ GetAttenuationFactor()

float UCameraShakeSourceComponent::GetAttenuationFactor ( const FVector Location) const

Computes an attenuation factor from this source

◆ OnRegister()

void UCameraShakeSourceComponent::OnRegister ( )
overridevirtual

◆ Start()

void UCameraShakeSourceComponent::Start ( )

◆ StartCameraShake() [1/2]

void UCameraShakeSourceComponent::StartCameraShake ( const FCameraShakeSourceComponentStartParams Params)

Starts a new camera shake originating from this source, and apply it on all player controllers

◆ StartCameraShake() [2/2]

void UCameraShakeSourceComponent::StartCameraShake ( TSubclassOf< UCameraShakeBase InCameraShake,
float  Scale = 1.f,
ECameraShakePlaySpace  PlaySpace = ECameraShakePlaySpace::CameraLocal,
FRotator  UserPlaySpaceRot = FRotator::ZeroRotator 
)

Starts a new camera shake originating from this source, and apply it on all player controllers

◆ StopAllCameraShakes()

void UCameraShakeSourceComponent::StopAllCameraShakes ( bool  bImmediately = true)

Stops all currently active camera shakes that are originating from this source from all player controllers

◆ StopAllCameraShakesOfType()

void UCameraShakeSourceComponent::StopAllCameraShakesOfType ( TSubclassOf< UCameraShakeBase InCameraShake,
bool  bImmediately = true 
)

Stops a camera shake originating from this source

Member Data Documentation

◆ Attenuation

ECameraShakeAttenuation UCameraShakeSourceComponent::Attenuation

The attenuation profile for how camera shakes' intensity falls off with distance

◆ bAutoStart

bool UCameraShakeSourceComponent::bAutoStart

Whether to auto start when created

◆ CameraShake

TSubclassOf<UCameraShakeBase> UCameraShakeSourceComponent::CameraShake

The camera shake class to use for this camera shake source actor

◆ InnerAttenuationRadius

float UCameraShakeSourceComponent::InnerAttenuationRadius

Under this distance from the source, the camera shakes are at full intensity

◆ OuterAttenuationRadius

float UCameraShakeSourceComponent::OuterAttenuationRadius

Outside of this distance from the source, the camera shakes don't apply at all


The documentation for this class was generated from the following files: