Files
2026-04-22 15:51:07 +02:00

41 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CineCameraComponent.h"
#include "FortSpectatorCameraComponent.generated.h"
class AActor;
class AFortPlayerControllerSpectating;
class UCurveVector;
class UFortSpectateBlend;
UCLASS(Blueprintable, ClassGroup=Custom, Config=Game, meta=(BlueprintSpawnableComponent))
class UFortSpectatorCameraComponent : public UCineCameraComponent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerControllerSpectating* SpectatorController;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AActor* IntendedViewTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UFortSpectateBlend* CurrentBlend;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UCurveVector* ScreenFringeFOVCurve;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ZoomRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FocalLengthInterpSpeed;
public:
UFortSpectatorCameraComponent();
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetAutoCameraCutDistanceThreshold() const;
};