42 lines
1.2 KiB
C
42 lines
1.2 KiB
C
|
// 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() { }
|
||
|
};
|