USceneComponent > UActorComponent > UObject
This component tries to maintain its children at a fixed distance from the parent, but will retract the children if there is a collision, and spring back when there is no collision. Example: Use as a 'camera boom' to keep the follow camera for a player from colliding into the world.
Member | Type | Offset | Share |
---|---|---|---|
TargetArmLength
Natural length of the spring arm when there are no collisions |
float | 0x1f0 | |
SocketOffset
Offset at end of spring arm; use this instead of the relative offset of the attached component to ensure the line trace works as desired |
FVector | 0x1f4 | |
TargetOffset
Offset at start of spring, applied in world space. |
FVector | 0x200 | |
ProbeSize
How big should the query probe sphere be (in unreal units) |
float | 0x20c | |
ProbeChannel
Collision channel of the query probe (defaults to ECC_Camera) |
ECollisionChannel | 0x210 | |
bDoCollisionTest : 1 | char | 0x214 | |
bUsePawnControlRotation : 1 | char | 0x214 | |
bInheritPitch : 1 | char | 0x214 | |
bInheritYaw : 1 | char | 0x214 | |
bInheritRoll : 1 | char | 0x214 | |
bEnableCameraLag : 1 | char | 0x214 | |
bEnableCameraRotationLag : 1 | char | 0x214 | |
bUseCameraLagSubstepping : 1 | char | 0x214 | |
bDrawDebugLagMarkers : 1 | char | 0x215 | |
CameraLagSpeed
If bEnableCameraLag is true, controls how quickly camera reaches target position. |
float | 0x218 | |
CameraRotationLagSpeed
If bEnableCameraRotationLag is true, controls how quickly camera reaches target position. |
float | 0x21c | |
CameraLagMaxTimeStep
Max time step used when sub-stepping camera lag. |
float | 0x220 | |
CameraLagMaxDistance
Max distance the camera target may lag behind the current location. |
float | 0x224 |