RealtimeStyleTransferRuntime/Source/LyraGame/Camera/LyraCameraAssistInterface.h

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2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "LyraCameraAssistInterface.generated.h"
/** */
UINTERFACE(BlueprintType)
class ULyraCameraAssistInterface : public UInterface
{
GENERATED_BODY()
};
class ILyraCameraAssistInterface
{
GENERATED_BODY()
public:
/**
* Get the list of actors that we're allowing the camera to penetrate. Useful in 3rd person cameras
* when you need the following camera to ignore things like the a collection of view targets, the pawn,
* a vehicle..etc.
*/
virtual void GetIgnoredActorsForCameraPentration(TArray<const AActor*>& OutActorsAllowPenetration) const { }
/**
* The target actor to prevent penetration on. Normally, this is almost always the view target, which if
* unimplemented will remain true. However, sometimes the view target, isn't the same as the root actor
* you need to keep in frame.
*/
virtual TOptional<AActor*> GetCameraPreventPenetrationTarget() const
{
return TOptional<AActor*>();
}
/** Called if the camera penetrates the focal target. Useful if you want to hide the target actor when being overlapped. */
virtual void OnCameraPenetratingTarget() { }
};