ATPCComponent

The UATPCCameraComponent is the heart of the Advanced Third Person Camera plugin, acting as the central hub for managing all camera-related functionalities. It replaces the standard USpringArmComponent, offering a far more extensive and customizable set of features to control your third-person camera.

Key Functionalities

  1. Camera Mode Management:

    • Define Camera Modes: You can define multiple camera modes, each with its unique settings, using UATPCCameraModeDataAsset assets. These assets are assigned to the component's CameraModesAssets array.

    • Set Default Mode: The DefaultCameraModeTag property determines which camera mode is active by default.

    • Switch Modes Dynamically: The component provides functions to switch between camera modes during gameplay:

      • SetCameraMode: Switches to the camera mode identified by the specified GameplayTag. You can control whether the transition is interpolated smoothly or happens instantly.

      • SetCustomCameraMode: Overrides the current camera mode with a custom UATPCCameraModeDataAsset without changing the actual CurrentCameraModeTag. Useful for temporary mode adjustments.

      • ResetCustomCameraMode: Restores the previously active camera mode after using SetCustomCameraMode.

    • Get Current Mode: You can retrieve information about the currently active camera mode:

      • GetCurrentCameraModeTag: Returns the GameplayTag of the current camera mode.

      • GetCurrentCameraMode: Returns a pointer to the UATPCCameraModeDataAsset representing the current mode.

  2. Camera Object Management:

    • Create and Access: The component automatically creates and manages instances of specialized Camera Objects:

      • UATPCCameraLocationObject: Handles camera positioning and movement.

      • UATPCCameraFOVObject: Controls the camera's field of view.

      • UATPCCameraFadingObject: Manages object fading in front of the camera.

      • UATPCCameraFollowTerrainObject: Adjusts the camera to follow terrain contours.

      • UATPCCameraShakesObject: Implements camera shake effects.

      • UATPCCameraLockOnTargetObject: Handles camera locking onto targets.

    • Retrieve Objects: You can access these objects using functions like GetCameraLocationObject, GetCameraFOVObject, etc. This allows you to directly interact with their functionalities and customize their behavior further.

  3. Camera Volume Integration:

    • Detect and Respond: The component automatically detects when the character enters or exits AATPCCameraVolume actors placed in the level.

    • Trigger Mode Changes: It triggers camera mode changes based on the volume's configuration, seamlessly transitioning between different camera behaviors.

  4. Zoom Control:

    • Zoom In/Out: Functions like ZoomIn and ZoomOut provide convenient ways to adjust the camera distance.

    • Set Distance: The SetCameraDistance function lets you set a specific camera distance, with the option to interpolate the change.

    • Get Distance: The GetCameraDistance function retrieves the current camera distance.

  5. Debugging and Visualization:

    • Debug Rules: The DebugRules structure allows you to enable various debugging features, such as:

      • bEnableLocationObjectDebug: Prints information about the camera's position and movement.

      • bEnableRoofCollisionCheckDebug: Shows debug information related to roof collision checks.

      • bEnableDrawFadeShapeDebug: Visualizes the shape used for object fading.

      • bFollowTerrainEnableDebug: Prints debug information about terrain following.

      • bEnableLockOnTargetDebug: Shows debug information about lock-on targeting, including the aiming cone.

      • bLockOnTargetShowTargetDebug: Highlights the currently locked target in the scene.

Additional Functions

Besides the core functionalities described above, UATPCCameraComponent offers several other functions for more specialized tasks:

  • ValidateComponents: Validates the settings of all Camera Objects, ensuring they are consistent with the current camera mode. Useful after making runtime changes to camera parameters.

  • FindOverlapCameraVolume: Returns a pointer to the currently overlapping AATPCCameraVolume, if any.

  • GetCameraLocation: Returns the camera's current world location.

  • GetCameraRotation: Returns the camera's current world rotation.

  • IsSettingInitialCameraMode: Returns true if the component is currently setting the initial camera mode, which happens during the component's initialization.

  • GetOwningPawn: Returns a pointer to the pawn this component is attached to.

  • GetPlayerController: Returns a pointer to the player controller controlling the pawn, if any.

  • GetPlayerCameraManager: Returns a pointer to the player camera manager associated with the player controller.

By understanding the comprehensive capabilities of UATPCCameraComponent and its associated Camera Objects, you can master the art of third-person camera control in Unreal Engine. Craft immersive and dynamic camera experiences, seamlessly blending different behaviors, and extending functionality with custom logic to match your unique vision.

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