/// <summary> /// Plays a camera shake on this camera. /// @param Shake - The class of camera shake to play. /// @param Scale - Scalar defining how "intense" to play the shake. 1.0 is normal (as authored). /// @param PlaySpace - Which coordinate system to play the shake in (affects oscillations and camera anims) /// @param UserPlaySpaceRot - Coordinate system to play shake when PlaySpace == CAPS_UserDefined. /// </summary> public UCameraShake PlayCameraShake(TSubclassOf <UCameraShake> ShakeClass, float Scale = 1.000000f, ECameraAnimPlaySpace PlaySpace = ECameraAnimPlaySpace.CameraLocal, FRotator UserPlaySpaceRot = default(FRotator)) { CheckIsValid(); IntPtr ___ret = PlayCameraShake(_this.Get(), ShakeClass.NativeClass, Scale, (int)PlaySpace, ref UserPlaySpaceRot); if (___ret == IntPtr.Zero) { return(null); } UCameraShake ___ret2 = new UCameraShake() { _this = ___ret }; return(___ret2); }
/// <summary>Immediately stops the given shake instance and invalidates it.</summary> public void StopCameraShake(UCameraShake ShakeInstance, bool bImmediately = true) { CheckIsValid(); StopCameraShake(_this.Get(), ShakeInstance, bImmediately?1:0); }
public void SaveShakeInExpiredPool(UCameraShake shakeInst) => E_UCameraModifier_CameraShake_SaveShakeInExpiredPool(this, shakeInst);
/// <summary>Immediately stops the given shake instance and invalidates it.</summary> public extern virtual void StopCameraShake(UCameraShake ShakeInstance, bool bImmediately = true);
/// <summary> /// Stops and removes the camera shake of the given class from the camera. /// </summary> /// <param name="shake">the camera shake class to remove.</param> /// <param name="bImmediately">If true, shake stops right away regardless of blend out settings. If false, shake may blend out according to its settings.</param> public virtual void RemoveCameraShake(UCameraShake shakeInst, bool bImmediately) => E_UCameraModifier_CameraShake_RemoveCameraShake(this, shakeInst, bImmediately);