40 lines
1.3 KiB
C++
40 lines
1.3 KiB
C++
// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "OLSCameraAssistInterface.generated.h"
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UINTERFACE(BlueprintType)
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class UOLSCameraAssistInterface : public UInterface
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{
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GENERATED_BODY()
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};
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/**
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*
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*/
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class IOLSCameraAssistInterface
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{
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GENERATED_BODY()
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public:
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/**
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* Get the list of actors that we're allowing the camera to penetrate. Useful in 3rd person cameras
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* when you need the following camera to ignore things like the a collection of view targets, the pawn,
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* a vehicle..etc.
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*/
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virtual void GetIgnoredActorsForCameraPenetration(TArray<const AActor*>& outActorsAllowPenetration) const;
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/**
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* The target actor to prevent penetration on. Normally, this is almost always the view target, which if
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* unimplemented will remain true. However, sometimes the view target, isn't the same as the root actor
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* you need to keep in frame.
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*/
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virtual TOptional<AActor*> GetCameraPreventPenetrationTarget() const;
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/** Called if the camera penetrates the focal target. Useful if you want to hide the target actor when being overlapped. */
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virtual void OnCameraPenetratingTarget();
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};
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