BPI_CameraControls
Path: /Game/AdvancedTurnBasedTileToolkit/Core/BPI_CameraControls
.. cpp:class:: BPI_CameraControls : public Interface
.. cpp:function:: void Pan(exec then, Vector2D AxisValue)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg AxisValue:
:type AxisValue: Vector2D.. cpp:function:: void Zoom(exec then, double Value)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Value:
:type Value: double.. cpp:function:: void Rotate(exec then, double AxisValue)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg AxisValue:
:type AxisValue: double.. cpp:function:: void FollowActor(exec then, Actor Actor)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Actor:
:type Actor: Actor.. cpp:function:: void PanToLocation(exec then, Vector Location)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg Location:
:type Location: Vector.. cpp:function:: (exec, bool) CheckIfMoving(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Has Out Params, Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:returns execute:
:rtype execute: exec
:returns bIsMoving: (Default: false)
:rtype bIsMoving: bool.. cpp:function:: void QueueFollowActor(exec then, Actor ActorToFollow)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec
:arg ActorToFollow:
:type ActorToFollow: Actor.. cpp:function:: void UpdateAfterCameraForcedMove(exec then)
Type:
Category:
Access Modifier: Public
Constant: False
Flags: Blueprint Callable, Blueprint Event
:arg then:
:type then: exec