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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 FlexiCameraComponent on 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);