#include <CameraShakeSourceComponent.h>
◆ UCameraShakeSourceComponent()
| UCameraShakeSourceComponent::UCameraShakeSourceComponent |
( |
const FObjectInitializer & |
ObjectInitializer | ) |
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◆ BeginPlay()
| void UCameraShakeSourceComponent::BeginPlay |
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| ) |
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overridevirtual |
◆ EndPlay()
◆ GetAttenuationFactor()
| float UCameraShakeSourceComponent::GetAttenuationFactor |
( |
const FVector & |
Location | ) |
const |
Computes an attenuation factor from this source
◆ OnRegister()
| void UCameraShakeSourceComponent::OnRegister |
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| ) |
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overridevirtual |
◆ Start()
| void UCameraShakeSourceComponent::Start |
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| ) |
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◆ StartCameraShake() [1/2]
Starts a new camera shake originating from this source, and apply it on all player controllers
◆ StartCameraShake() [2/2]
Starts a new camera shake originating from this source, and apply it on all player controllers
◆ StopAllCameraShakes()
| void UCameraShakeSourceComponent::StopAllCameraShakes |
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bool |
bImmediately = true | ) |
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Stops all currently active camera shakes that are originating from this source from all player controllers
◆ StopAllCameraShakesOfType()
Stops a camera shake originating from this source
◆ Attenuation
The attenuation profile for how camera shakes' intensity falls off with distance
◆ bAutoStart
| bool UCameraShakeSourceComponent::bAutoStart |
Whether to auto start when created
◆ 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: