| // Copyright Epic Games, Inc. All Rights Reserved. | |
| /** */ | |
| 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() { } | |
| }; | |