Flexi Camera Mode Manager Component
FlexiCameraModeManagerComponent is responsible for managing the active Camera Mode logic. It determines which mode class should be pushed to the camera stack.
Configuration Properties
-
DefaultCameraModeClass(EditDefaultsOnly)The fallback camera mode class used when no specific mode is set
-
TargetActorOverride(EditInstanceOnly)Allows the manager to control a
FlexiCameraComponenton a specific target actor. If null, it defaults to the manager's owner.
Core functions
SetCameraMode
Sets the specific camera mode class to be active
Blueprint
SetCameraMode(NewCameraModeClass)
C++
void SetCameraMode(TSubclassOf<UFlexiCameraMode> NewCameraModeClass);
ResetToDefaultCameraMode
Resets the active camera mode back to the class specified in DefaultCameraModeClass
Blueprint
- ResetToDefaultCameraMode()
C++
void ResetToDefaultCameraMode();
GetCurrentCameraModeBlendInfo
Gets the tags and blend weight of the current camera mode
Blueprint
GetCurrentCameraModeBlendInfo()
C++
void GetCurrentCameraModeBlendInfo(float& OutWeightOfTopLayer, FGameplayTagContainer& OutTagsOfTopLayer) const;
CurrentCameraModeHasAnyTag
Returns true if the currently active camera mode has any of the provided tags
Blueprint
CurrentCameraModeHasAnyTag(ContainerToCheck)
C++
bool CurrentCameraModeHasAnyTag(const FGameplayTagContainer& ContainerToCheck);
HasAnyTagOnStack
Returns true if any camera mode in the stack has any of the provided tags
Blueprint
HasAnyTagOnStack(TagsToCheck)
C++
bool HasAnyTagOnStack(const FGameplayTagContainer& TagsToCheck);