Actor >> Keypoint >> JBCamera
Generic camera, similar to the functionality CameraSpot provided for Unreal Tournament.
When triggered, a JBCamera actor displays the view from where it is located on the instigator's screen. When untriggered, the instigator's viewpoint switches back to first person. In other words, a player views from the camera's viewpoint as long as he or she is touching the trigger connected to the JBCamera actor. In your map, you will probably want to place something to indicate to players that they can step into a particular spot to monitor the camera. See Static Mesh Package/Index for suggestions.
This actor is also used for execution cameras. Just link it to a JBInfoJail actor by the camera's Tag and the jail's Event property, and the camera will automatically be activated for players viewing the execution sequence.
Camera Arrays
If several JBCamera actors share the same Tag, they automatically form a camera array. A camera array is a set of two or more cameras between which players can switch manually, automatically or both.
See the explanations of the TagSwitch property and the properties in the Switching section below for more information.
Relevant Properties
- (Events) name Tag
- Must be set to the same value as a trigger's Event property (or a JBInfoJail actor's Event property if this camera is to be used as an execution camera). If several cameras have the same Tag, they automatically form a camera array (see below).
- (Events) name TagSwitch
- Applies to camera arrays only. When this camera is triggered via TagSwitch, players viewing other cameras in the same array are switched to this one, if their current camera has Switching.bAllowTriggered enabled. Use this to place a Trigger in view of a camera and to have viewers automatically switch to that camera when a player comes into that camera's view.
- (JBCamera) JBCamController CamController (editinlinenew)
- Camera controller for this camera; see JBCamController for details. If none is specified, a default controller (which doesn't move or rotate the camera at all) is used. To add a camera controller you'll need to Add an Inline Object.
- (JBCamera) bool bWidescreen
- If set to True, displays 16:9 widescreen bars when a player is using this camera.
- (JBCamera) byte MotionBlur
- Specifies the amount of motion blur applied to the camera view from 0 to 255. If set to 0 (zero), motion blur is disabled.
- (JBCamera) float FieldOfView
- Specifies the field of view of this camera. Values smaller than 85.0 produce a zoomed-in effect, values larger than that value a fisheye-view effect.
- (JBCamera) (Overlay) Material Material
- Texture or material overlaid over the screen while a player is viewing through this camera.
- (JBCamera) (Overlay) Color Color
- Drawing color (R, G, B) and transparency (A) of the overlay material. Pure white will draw the material in its original colors.
- (JBCamera) (Overlay) EOverlayStyle Style
- Specifies how the overlay material is drawn on the screen.
- OverlayStyle_ScaleDistort scales the material horizontally and vertically to fit the screen size, even if the material is distorted by that scaling.
- OverlayStyle_ScaleProportional scales the material proportionally to fit the screen size and centers it on the screen, thus potentially drawing part of the material off-screen.
- OverlayStyle_Tile tiles the material on the screen, starting at the upper-left screen corner.
- (JBCamera) (Caption) string Text
- Text of a caption displayed on the screen while a player is using this camera.
- (JBCamera) (Caption) string Font
- Name of the font to use for the caption.
- (JBCamera) (Caption) Color Color
- Drawing color (R, G, B) and transparency (A) of the caption text.
- (JBCamera) (Caption) float Position
- Vertical position of the caption drawn on the screen, from 0.0 (upper screen border) to 1.0 (lower screen border).
- (JBCamera) (Caption) bool bBlinking
- If set to True, the caption slightly pulses.
- (JBCamera) (Switching) bool bAllowAuto
(JBCamera) (Switching) bool bAllowManual
(JBCamera) (Switching) bool bAllowTimed
(JBCamera) (Switching) bool bAllowTriggered - Applies to camera arrays only. These enable different methods of switching between cameras in an array. For each camera, the properties determine how a player is allowed to switch away from this camera. Each camera in the array can have different options. (If they're all False, you're stuck on this camera!)
- bAllowAuto – Players viewing through this camera are automatically switched to the camera currently showing the best view in the array. If bAllowManual is enabled too, they can temporarily disable the automatic switching by using their camera selection keys (see below).
- bAllowManual – Players viewing through this camera can press their PrevWeapon/NextWeapon key bindings to switch to the previous or next camera in the array.
- bAllowTimed – Players viewing through this camera are automatically switched to the next camera in the array after they have been viewing this camera for the amount of seconds specified in the Time property.
- bAllowTriggered – Players viewing through this camera are automatically switched to another camera in the array when the other camera is triggered via its TagSwitch tag.
- (JBCamera) (Switching) int CamOrder
- Applies to camera arrays only. Normally, the inner order of the cameras in an array is the order in which they were added to the level in UnrealEd. You can use this property to override that order: Cameras are ordered from the lowest to the highest value of the CamOrder property.
- (JBCamera) (Switching) float Time
- Applies to camera arrays only. If bAllowTimed is set to True, specifies the number of seconds after which a viewer is automatically switched to the next camera in the array.
Subclasses