Blueprint nodes
Every Blueprint node Blendable adds, by what it belongs to: what each does, what it takes and what it gives back.
Every node Blendable adds, grouped by the component, actor or library it belongs to. Generated from Blendable 1.3.0 in Unreal Engine 5.8.1, so it lists exactly what that version has.
Blendable Cinematic Mode#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Is Cinematic Mode | True while cinematic mode is on. | on or off | |
| Set Cinematic Mode | Turns cinematic mode on or off. Calling it again with the same value does nothing. | Active (on or off) |
Blendable Follow Camera#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Blend to Rig | Blends to a rig at the lowest priority, so anything that has asked for a rig at a higher one, a cutscene say, keeps the shot. | Rig (Blendable Camera Rig); Blend Time (number, -1) | |
| Cancel Recenter | Abandon a recentre in progress. | ||
| Clear All Preset Requests | Drops every preset request and goes back to the base preset. | Blend Time (number, -1) | |
| Clear All Rig Requests | Drop every claim at once, for a hard reset on death or level change. | Blend Time (number, -1) | |
| Clear All Shifts | Release every pushed shift at once. | Blend Time (number, -1) | |
| Clear Framing Offset | Forgets where the player has parked the framing subject, so it's framed dead on again. Handy at the start of a new encounter. | ||
| Clear Preset Request | Drop this source's claim. The camera falls to the next one down, or to the base preset. | Source (Object); Blend Time (number, -1) | |
| Clear Rig Request | Drop a source's claim. The next highest takes over, or the default rig does. | Source (name); Blend Time (number, -1) | |
| Clear Shift | Ends Source's pushed shift, easing out over Blend Time, or over the time it was pushed with if Blend Time is negative. | Source (name); Blend Time (number, -1) | |
| Clear Two Shot | Hand the framing back to the rig's own two-subject framing, over Blend Time. | Blend Time (number, 0.5) | |
| Clear View Mode | Drops the view mode and goes back to the Default Rig. | Blend Time (number, -1) | |
| Cut to Shot | Puts the camera straight onto its shot on the next frame, with no easing: a cut. | ||
| Cycle View Mode | Moves to the next view mode in the list, or back with a negative Delta, wrapping round at the end. For a single change-view button. | Delta (whole number, 1); Blend Time (number, -1) | |
| Get Active Camera States | Every camera state that's on, such as Aim. | list of name | |
| Get Active Preset | Whatever preset is in force right now, including one applied by a volume. | Blendable Camera Preset | |
| Get Active Rig Source | Who currently owns the shot. None means the default rig. | name | |
| Get Active Shift | How far all the shifts together are moving the subject on screen this frame, in percent of screen. | X and Y | |
| Get Active View Mode | The view mode in force, or None when the camera is on its Default Rig. | name | |
| Get Base Preset | The preset the camera rests on: the one it started with, or the last one given to Set Base Preset. Ignores any preset requested over it. | Blendable Camera Preset | |
| Get Blend Debug | The rig blend as one line of text, for debugging: how far through it is, how long it takes and which rig it's heading to. | text | |
| Get Camera Heading | The way the camera faces, in degrees of yaw: the held heading while an angle is held, the view's otherwise. | number | |
| Get Centre Dot | Where to draw the centre dot in the world this frame, a point straight ahead of the camera, with its radius and colour. Returns false when the comfort setting's Centre Dot is off. | Out World Location (X, Y and Z); Out Radius (number); Out Colour (colour); on or off | |
| Get Centre Dot Style | The centre dot for a HUD widget anchored at screen centre: whether to show it, its size in pixels and its colour, with the fade in and out already in the colour's opacity. | Out Visible (on or off); Out Pixels (number); Out Colour (colour) | |
| Get Composition Slide | How far the camera is slid to put the subject where the composition wants them, in cm: X is right, Y is up. | X and Y | |
| Get Config | The settings in use right now: the preset's if there is one, otherwise the camera's own. | group | |
| Get Current Arm Length | The camera's arm length right now, in cm, after collision has pulled it in. | number | |
| Get Effective Settings | The shape actually in use this frame, after blending. | group | |
| Get Framing Offset | Where the player has parked the framing subject, in degrees off centre. | pitch, yaw and roll | |
| Get Framing Subject | The actor framed alongside the player, such as a lock-on target, or none. | Actor | |
| Get Framing Weight | How much the framing subject is framed, 0 to 1, as Set Framing Subject last said. | number | |
| Get Gameplay Driver | The value last fed in under this name with Set Gameplay Driver, or 0 if none has been. | Name (name) | number |
| Get Gap Shift | How far the camera is sliding sideways right now to fit through a gap, in cm. Zero when it isn't. | number | |
| Get Idle Action Time | Seconds since the player last did anything but move. What the auto-recentre counts. | number | |
| Get Orientation Mode Index | The request as a number in the same order as GASP's E_RotationMode: 0 OrientToMovement, 1 Strafe, 2 Aim. Only meaningful when Has Orientation Request is true, so check that first. | whole number | |
| Get Orientation Request | Which way the camera wants the character to face right now, from the active point of interest or else the rig. Unchanged means nothing is asking. | choice | |
| Get Pivot Lag Distance | How far the point the camera orbits is trailing behind the character, in cm. Close to zero unless follow lag is on. | number | |
| Get Rig Blend Alpha | How far the current rig blend has got, 0 to 1. At 1 the camera has arrived on the current rig. | number | |
| Get Shot Damper Displacement | How far the final smoothing has moved the camera from the spot collision checked, in cm. For tracking down a camera that clips into walls. | number | |
| Get Shot State Debug | Every step between the rig's camera position and the final one, as one line of text, for finding which step has put the camera somewhere odd. | text | |
| Get Shoulder Side | Where the camera sits between the shoulders right now, from -1 fully left to 1 fully right. It moves smoothly through a swap and can rest in between. | number | |
| Get Smoothed Pivot | The point the camera orbits this frame, in world space, after smoothing. | X, Y and Z | |
| Get Standing Rig | The rig the camera stands on with nothing claimed over it: the view mode's while one is selected, otherwise the Default Rig. Aiming, a lock-on or a cutscene laid over the top don't count. Empty when the camera runs on its own settings rather than a rig. | Blendable Camera Rig | |
| Get Target Rig | The rig the camera is on, or blending to. | Blendable Camera Rig | |
| Get Two Shot Group Weight | How much of the shot the group holds: 0 is the pair, 1 the whole group. | number | |
| Get Two Shot Side | Which side of the line the two-shot keeps: 1 the player's right, -1 their left, between while it crosses. | number | |
| Get Two Shot Softness | How soft the lock is: 0 the lock turns the camera, 1 you do. | number | |
| Get Two Shot Weight | How much of the shot the two-shot holds now, 0 to 1. | number | |
| Get Two Subject Framing | How the camera frames a second subject, as Set Two-Subject Framing last said. | group | |
| Has First Person View Mode | True when any view mode's rig is first person, judged by its arm length. | on or off | |
| Has Orientation Request | False when nothing is asking the character to face a particular way, so the game keeps its own rotation logic. | on or off | |
| Is Aim Requested | True when the camera wants the character in the aim stance. On Strafe Request Changed doesn't report this, so anything using the aim stance should listen to On Orientation Request Changed. | on or off | |
| Is Aiming | True while the Aim camera state is on. | on or off | |
| Is Camera State Active | True while the camera state with this name is on. | State (name) | on or off |
| Is Centre Dot Requested | True while gameplay asks for the centre dot with Set Centre Dot Requested. | on or off | |
| Is Comfort Neutral | True when the player's comfort settings aren't changing the camera at all. | on or off | |
| Is Dolly Zooming | True while a dolly zoom is playing. | on or off | |
| Is Framing Two Shot | True while a two-shot is at least halfway blended in. | on or off | |
| Is Holding Angle | True while the camera is mostly on a rig that holds its angle, such as top-down, isometric or side-on. | on or off | |
| Is Idle Camera Active | True while the idle camera has taken over, after the player has left the character and the camera alone for Idle Camera Delay. | on or off | |
| Is Pivot Catching Up | True while follow lag is bringing the camera back after a burst of speed has ended. | on or off | |
| Is Pivot Lagging | True while the character is running and follow lag is letting them pull ahead. | on or off | |
| Is Recentering | True while the camera is swinging back behind the character. A held angle turning home doesn't count. | on or off | |
| Is Shoulder Right | True while the camera is over the character's right shoulder. | on or off | |
| Is Strafe Requested | True when the camera wants the character to strafe. The same thing On Strafe Request Changed reports. | on or off | |
| Is Using Gamepad | True when the player is on a gamepad rather than mouse and keyboard. Only kept up to date with Auto Detect Input Device on. | on or off | |
| Kick Lens | A quick kick of the lens, Degrees wider (narrower if negative), settling back over Time. | Degrees (number, 4); Time (number, 0.3) | |
| Notify Player Activity | Tells the camera the player is busy with something other than moving, such as firing, reloading or a menu, so the auto recentre waits. Aiming and the view and shoulder controls already do this for you. Fine to call every frame while a button is held. @param Duration Seconds to hold the auto recentre off. Negative uses the rig's Recenter Input Buffer, which is what you almost always want. | Duration (number, -1) | |
| Notify Teleported | Tells the camera the character has just teleported, so the shot moves with them instead of flying across the level to catch up. Call it right before or after moving the pawn. Needs Carry Through Teleports on. | ||
| Play Dolly Zoom | Plays a dolly zoom: the lens swings Degrees wider (narrower if negative) and back over Time, while the camera moves to keep you, or the framing subject, the same size, so the world behind seems to rush away and close back in. Rise Time is how long it takes to swing out; below zero, a quarter of Time. Lens Changes Over Zoom starts it on the lens on screen, and any change of lens the shot makes while it plays, a lock's or a rig's, arrives over the whole of Time instead, the camera keeping the size the shot gives. The swing plays on top; 0 degrees plays the change alone. | Degrees (number, 20); Time (number, 1); Hold Subject (on or off, false); Rise Time (number, -1); Lens Changes Over Zoom (on or off, false) | |
| Press Cycle View | One button for two jobs: tap to change view mode, hold to swap shoulder. Bind this to an input's Started and Release Cycle View to its Completed. With no first-person view mode, the button just swaps shoulder the moment it's pressed. | ||
| Push Camera Override | Temporarily changes the field of view, the arm length or where the subject sits on screen, only the ones you turn on. It eases in over Blend In Time and lasts until Release Camera Override with the same Source. Pushing again from that Source updates it. | Source (name); Override FOV (on or off); FOV (number); Override Arm Length (on or off); Arm Length (number); Override Shift (on or off); Shift Percent (X and Y); Blend in Time (number, 0.25); Blend Out Time (number, 0.25) | |
| Push Shift | Moves the subject on screen from gameplay, in percent of screen (X right, Y down), on top of the rig's own shifts and within its Shift Limit. Pushing again from the same Source updates it, and Slack Percent adds to the rig's Free Drift while it's held. A negative Blend Time uses a quarter of a second. | Source (name); Amount Percent (X and Y); Blend Time (number, -1); Mode (choice, Slide); Slack Percent (X and Y) | |
| Recenter Camera | Swings the camera back behind the character, for a recentre button. On a rig that holds its angle it turns back to that rig's heading instead. Turning the camera, aiming and other player actions cancel it, and a negative Override Speed uses the rig's Recenter Speed. | Override Speed (number, -1) | |
| Release Camera Override | Ends Source's camera override, easing back out over its Blend Out Time. | Source (name) | |
| Release Cycle View | The other half of Press Cycle View: bind it to the button's Completed. A tap changes view mode; a hold has already swapped shoulder. | ||
| Request Preset | Asks for a preset on behalf of Source, usually a volume. The highest Priority wins (the newest on a tie), and when it's cleared the camera goes to the next request down or back to the base preset. A second request from the same Source replaces the first. | Source (Object); New Preset (Blendable Camera Preset); Priority (whole number); Blend Time (number, -1) | |
| Request Rig | Asks for a rig on behalf of Source. The highest Priority gets the shot (the earlier one on a tie), and lower requests wait underneath to take over when it's cleared. Calling again from the same Source replaces its request, and a negative Blend Time uses the rig's own Default Blend Time. | Source (name); Rig (Blendable Camera Rig); Priority (whole number); Blend Time (number, -1) | |
| Return to Default Rig | Blends back to the Default Rig by dropping every rig request. | Blend Time (number, -1) | |
| Rotate Camera | Turns the camera from an input, and on a rig that holds its angle, like top-down or side-on, it's the only thing that does. While Held: Amount is degrees per second at full input. Each Press: every press turns Amount degrees over Spin Time, and quick presses add up. | Input (number); Amount (number, 90); Mode (choice, EachPress); Spin Time (number, 0.35) | |
| Select View Mode | Switches to a view mode by name, such as first or third person. States like Aim can still take over and hand back to it. None goes back to the Default Rig; a name that isn't in View Modes logs a warning and changes nothing. | View Mode Name (name); Blend Time (number, -1) | |
| Set Aiming | Turns the Aim camera state on or off, the same as Set Camera State with Aim. | New Aiming (on or off); Blend Time (number, -1) | |
| Set Base Preset | Changes the preset the camera rests on, rather than overriding it for a while. A preset requested over it keeps the camera until it's cleared, then the camera falls back to this one. Setting the one it already rests on does nothing. | New Preset (Blendable Camera Preset); Blend Time (number, -1) | |
| Set Camera Heading | Turn to face a direction in the world, in degrees of yaw, easing there over Time seconds. | Yaw (number); Time (number, 0.35) | |
| Set Camera State | Turns a camera state on or off by name, such as Aim. Several can be on at once, and the one with the highest priority gets the shot until it's turned off. A name that isn't in Camera States logs a warning. | State (name); Active (on or off); Blend Time (number, -1) | |
| Set Centre Dot Requested | Asks for the centre dot from gameplay, near something the player can use say, whatever the comfort setting says. Get Centre Dot Style shows the dot when either one asks for it. | Requested (on or off) | |
| Set Crouched | Tells the camera the character is crouching, for Crouch shifts and a Crouch rig. A Character is read automatically, so this is for pawns that crouch some other way. The rig comes from the Crouch row in Camera States; without one, only the shifts follow. | New Crouched (on or off); Blend Time (number, -1) | |
| Set Framing Subject | Gives the camera a second subject to keep in frame, such as a lock-on target, or none to stop. Weight, 0 to 1, is how strongly it's framed, so the framing can ease in rather than jump wide. How it's framed is Set Two-Subject Framing's, unless a two-shot is placing you both. | Subject (Actor); Weight (number, 1) | |
| Set Gameplay Driver | Sets a named number, such as health, heat or a charge meter, for shifts Driven By Gameplay with the same Gameplay Name to react to. The shake component reads the same names. | Name (name); Value (number) | |
| Set Preset | Switches the camera to another preset, blending rather than cutting. The player's comfort settings stay as they are. Leave New Preset empty to go back to the base preset. | New Preset (Blendable Camera Preset); Blend Time (number, -1) | |
| Set Ragdoll Framing | Turns the Ragdoll camera state on or off, the same as Set Camera State with Ragdoll. | New Ragdoll Framing (on or off); Blend Time (number, -1) | |
| Set Reduce Motion | One switch for players who get motion sick: turns off camera bob and sway, shakes, lens effects and the camera moving by itself, and turns on the centre dot. Turning it off sets them back to full but leaves the dot on. Each can still be changed on its own afterwards. | Enabled (on or off) | |
| Set Rig Blend Alpha | Holds the blend into the current rig at a point you choose, 0 to 1, for driving it from your own curve, a timeline or Sequencer. It stays there until the rig changes again. | Alpha (number) | |
| Set Shoulder Right | Puts the camera over the character's right shoulder, or the left when off, moving across over Blend Time. Works on every rig without setting up both sides. | Right (on or off); Blend Time (number, 0.25) | |
| Set Two Shot | Frames the framing subject as a two-shot: the player on one spot of the screen, the subject on another, and the camera moving to keep them both there. The subject and its weight come from Set Framing Subject. Calling again blends to the new settings over Blend Time. | Settings (group); Blend Time (number, 0.5) | |
| Set Two Shot Group | Who else the two-shot's group framing keeps in shot. The lock-on fills this in for you, so call it only for a two-shot you drive yourself. People ease in and out over the group's Takes, so the list can change every frame. | Members (list of Actor) | |
| Set Two Shot Softness | Makes the two-shot a soft lock: you turn the camera, and the lock only moves the framing and pulls back to keep everyone in view. 0 is a normal lock, 1 fully soft. The lock-on sets this itself. | Softness (number) | |
| Set Two Subject Framing | How the camera frames the second subject Set Framing Subject gives it, while no two-shot places you both: how far its focus slides towards them, and whether it pulls back to fit you both. A lock-on sets its own. Until anything does, it slides 0.3 of the way and pulls back up to two and a half times the arm. Blend Time eases over from the framing before. | Framing (group); Blend Time (number, 0) | |
| Snap to Rig | Like Blend To Rig, but switches straight to the rig with no blend. Also at the lowest priority, so a higher request keeps the shot. | Rig (Blendable Camera Rig) | |
| Toggle Shoulder | Moves the camera to the character's other shoulder over Blend Time, on every rig at once. | Blend Time (number, 0.25) | |
| Whip to Shot | Turns the two-shot to its new framing fast for Time seconds, with MotionBlur (0 to 1) streaking it: a whip pan. | Time (number, 0.15); Motion Blur (number, 0.5) |
Blendable Lock On#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Clear Lock-On Focus | Goes back to the focus the lock-on preset says. | ||
| Get Lock-On Letterbox | How much of the screen's height each lock-on letterbox bar covers right now, 0 to 0.5, so a HUD can move out of their way. | number | |
| Is Lock Soft | True while the lock is soft: the camera is the player's, and the lock only reframes. | on or off | |
| Play Lock-On Effect | Plays one of the lock's named events: the effect of that name from On Named Events, on the preset framing the lock or the target's Effects From, and the change of focus from Focus On Named Events. Only while locked. True if there was either. Ignore Comfort plays the effect at full whatever the player's Lock-On Effects setting, for a moment that must be seen. | Name (name); Strength (number, 1); Ignore Comfort (on or off, false) | on or off |
| Set Lock-On Focus | Focuses the lock's lens on something else until cleared or the lock ends: what to keep sharp, how focus moves there, how long it takes, and how far off for A Set Distance. | Focus On (choice); Rack (choice, Pull); Rack Time (number, 0.6); Distance (number, 500) | |
| Stop Lock-On Effects | Fades out every lock-on effect playing, or stops them on the spot with Immediately. The next lock plays its own as usual. | Immediately (on or off, false) |
Blendable Lock-On Target#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Get Framing Centre | The middle of it for framing: the middle of its bounds, or its origin with none. | X, Y and Z | |
| Get Framing Size | Its size for framing, width then height, cm: as set, or measured from its bounds. | X and Y | |
| Get Lock Point Location | Where a lock point is in the world now. Wraps round the list, so any index is a point. | Index (whole number) | X, Y and Z |
| Get Marker Location | Where its marker sits in the world now: at its marker socket, or its first lock point, nudged by the marker's offset. | X, Y and Z | |
| Get Num Lock Points | How many lock points it has: at least one, the target itself, when none are listed. | whole number | |
| Set Engaged | Marks this target as in the fight or out of it, for group framing that counts only engaged enemies. | New Engaged (on or off) | |
| Set Lockable | ---- API ----. | New Lockable (on or off) |
Blendable Lock-On Targeting Component#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Can Lock On To | Whether a lock could take this actor now: it's lockable, within reach, and in sight if the lock needs that. Whether it's in view doesn't count. | Target (Actor) | on or off |
| Cycle Lock Point | Move the lock to the next point on the target: up from the chest to the head, across to a second head. Negative goes back. True if it moved; a target with only the one point keeps it. | Direction (whole number, 1) | on or off |
| Cycle Target | Moves the lock to the next target to one side: negative is left, positive right. Flicking again keeps going across the arena. | Direction (number) | on or off |
| Find Best Target | The target Toggle Lock would pick right now, without locking on. Handy for showing a reticle on it. | Side Bias (number, 0); Excluding (Actor, None) | Actor |
| Get Active Band | The band framing the lock now, as its place in Bands, or -1 for none. | whole number | |
| Get Active Lock-On Overrides | The overrides in force now: every one pushed, laid over each other by priority. | group | |
| Get Active Lock-On Preset | The Lock-On Preset framing the lock right now (or that would frame the next one), or none. | Blendable Lock-On Preset Base | |
| Get Active Lock-On Preset Source | Who asked for the active Lock-On Preset: the name a node pushed it under, a volume, Target, Base, or a band. None when nothing has. | name | |
| Get Last Lock End | How the last lock ended: let go, broken, or the target lost. | choice | |
| Get Last Lock Point | Where the lock point was the last time the lock held: on the target now, or where it was when the lock ended. | X, Y and Z | |
| Get Lock Point | Where the lock is aimed in the world now: the current lock point, or the target itself. | X, Y and Z | |
| Get Lock Point Index | Which point on the target the lock is on. | whole number | |
| Get Lock Target | The actor the lock is on, or none. | Actor | |
| Get Lock-On Readout | What the lock is doing, in a few plain lines: the target, the preset framing it and who asked for it, the rest of the ladder under it, the overrides, and with the camera's lock-on the shot, the group, focus and the effects playing. For a debug display: Blendable.LockOn.Readout 1 puts it on screen, and Live Tune shows it. | text | |
| Hold Lock | While any name holds it, the lock doesn't break for distance or sight: a scripted moment locked onto someone out of reach. A target that dies or stops being lockable still ends it. | Source (name); Hold (on or off) | |
| Is Auto Locking | True while auto lock is holding a fight and the player hasn't waved it off. | on or off | |
| Is in Fight | Whether an actor is inside the fight auto lock is holding: one of its areas, or its radius around you. | Actor (Actor) | on or off |
| Is Lock Automatic | True when the lock held now is one auto lock made rather than the player. | on or off | |
| Is Lock Held | True while something holds the lock against breaking. | on or off | |
| Is Locked | True while locked onto a target. | on or off | |
| Lock To | Locks on to this actor, skipping the usual choice. It still lets go the usual way: too far, out of sight too long, or no longer lockable. | Target (Actor) | on or off |
| Pop Lock-On Overrides | Lets go of the overrides pushed under this name. Blend Time below zero uses the preset's own. | Source (name); Blend Time (number, -1) | |
| Pop Lock-On Preset | Let go of the preset pushed under this name. Blend Time below zero uses the preset taking over. | Source (name); Blend Time (number, -1) | |
| Push Lock-On Overrides | Changes chosen values of whichever preset frames the lock until you pop the same name: keep the camera close in a corridor, hold the line in a duel. Where two change the same value, the higher Priority wins. Priority below zero uses Blueprint Node priority, and Blend Time below zero the preset's own. | Source (name); Overrides (group); Priority (whole number, -1); Blend Time (number, -1) | |
| Push Lock-On Preset | Asks for this preset to frame the lock until you pop the same name: a parry, a finisher, a boss phase. With nothing locked it waits for the next lock. Priority below zero uses Blueprint Node priority, and Blend Time below zero the preset's own. | Source (name); Preset (Blendable Lock-On Preset Base); Priority (whole number, -1); Blend Time (number, -1) | |
| Release Lock | Lets go of the lock, if there is one. | ||
| Set Base Preset | Change the Base Preset, blending to it if it is the one framing a lock right now. | Preset (Blendable Lock-On Preset Base); Blend Time (number, -1) | |
| Set Lock Point | Moves the lock to a point on the target by its place in the target's Lock Points: a weak spot opening. True if it moved. | Index (whole number) | on or off |
| Start Auto Lock | Locks on by itself to the nearest enemy, and to the next nearest whenever that one dies or leaves, until Stop Auto Lock. For a fight that starts without the player asking. Area keeps it to enemies inside that actor; without one it's enemies within Radius of you, and below zero means Max Lock Distance. | Source (name); Area (Actor, None); Radius (number, -1) | |
| Stop Auto Lock | Stop locking on by itself for this source. With Release on, a lock auto lock made lets go once no source still holds it. | Source (name); Release (on or off, true) | |
| Toggle Lock | Locks on to the best target in view, or lets go if already locked. The one to bind to the lock-on button. | on or off |
Blendable Point Of Interest#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Activate Point Of Interest | Turns this point of interest fully on, easing in over its blend time. Only used with the Manual trigger. | ||
| Clear Focus Override | Goes back to the focus the preset says. | ||
| Deactivate Point Of Interest | Turns this point of interest off again, easing out over its blend time. Only used with the Manual trigger. | ||
| End Point Of Interest | Ends this point of interest now, blending out over Blend Time (below zero uses the preset's Blend Out Time). It stays off until its trigger lets go, so the player still staring at the thing doesn't restart it. | Blend Time (number, -1) | |
| Get Activations Used | How many times this point of interest has switched on, for one with a limit on how often it may. | whole number | |
| Get Active Preset Name | The name of the Alternate Preset in use, or None for the starting Preset. | name | |
| Get Aim Scale | How much this point of interest turns the camera and holds the stick, 0 to 1. | number | |
| Get Current Weight | How strongly this point of interest is acting right now, 0 to 1, before its own strengths (Turns To Look and the rest) apply. | number | |
| Get Look At Point | World point this point of interest wants looked at. | X, Y and Z | |
| Get Settings | The behaviour in force this frame, after any preset crossfade. | group | |
| Is Activated | True while an activation is running, whether triggered or forced. | on or off | |
| Reset Activations | Forget how many times this has fired, so a limited point of interest can run again. | ||
| Set Active Preset | Blends to one of the Alternate Presets by name. None, or a name it doesn't have, goes back to the starting Preset. Blend Time below zero uses Preset Blend Time. | Preset Name (name); Blend Time (number, -1) | |
| Set Aim Scale | How much this point of interest turns the camera and holds the stick, 0 to 1. 0 leaves the camera to the player and keeps its focus, shake and lens. | Scale (number) | |
| Set Focus Override | Focuses this point of interest's lens differently from its preset until cleared: what it keeps sharp and how focus moves. The lock-on uses it for its own focus. | Focus (group) | |
| Set Look At Actor | Changes what this point of interest looks at. While it holds the shot, the view glides there over the time its preset's Glides To A New Target Over gives rather than cutting. Glide Time of 0 or more replaces that for this change; 0 cuts. | New Target (Actor); Glide Time (number, -1) | |
| Set Manual Weight | Sets how strongly this point of interest acts, 0 to 1, for driving it from a Blueprint, a state tree or a sequence. It eases there over its blend times rather than snapping. Only used with the Manual trigger. | Weight (number) | |
| Set Preset Asset | Blends to this preset asset, for one chosen in play rather than named in advance. Blend Time below zero uses Preset Blend Time. | New Preset (Blendable Point Of Interest Preset); Blend Time (number, -1) | |
| Trigger Point Of Interest | Runs this point of interest now, whatever its trigger says, until End Point Of Interest or its Active Duration runs out. Ignores distance, dwell, cooldown and activation limits, and doesn't use one up. Blend Time below zero uses the preset's own Blend In Time. | Blend Time (number, -1) |
Blendable Shake#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Add Body Shake | ---- Body and handheld ----. | Shake (Blendable Shake Asset) | |
| Clear Landing Impact | Forget how fast this fall got. A landing is sized from the fastest part of the fall, so anything that deliberately slows a fall calls this, or the camera still plays the crash. | ||
| Fire Camera Event | Fire one of the built-in events yourself: a scripted landing, a footstep, a jolt. | Event (choice); Strength (number, 1); Direction (X, Y and Z); Duration (number, -1) | |
| Get Active Handheld | The handheld in use now, or the one it's crossing over to: a claimed one, the Rig's, or Handheld (When The Rig Has None). | Blendable Shake Asset | |
| Get Active Handheld Source | Who swapped in the handheld in use: the name it was pushed under. None when nothing has. | name | |
| Get Current Cadence SPM | Footsteps per minute the stride is running at. | number | |
| Get Current State Name | The locomotion state in force: Idle, Walk, Sprint, Crouch, Air, or one of your own. | name | |
| Get Driver Value | Any driver's value this frame, as a layer would read it. | Source (choice); Name (name) | number |
| Get Duck Level | How far the Handheld group is quietened right now, 1 being not at all. | number | |
| Get Effort | Effort, 0 up to its Max. The same number the Effort driver reads, for breathing audio or UI. | number | |
| Get Focus Input | The focus last set with Set Focus Input, 0 to 1. | number | |
| Get Gameplay Driver | The value last fed in under this name with Set Gameplay Driver, or 0 if none has been. | Name (name) | number |
| Get Group Scale | How much Push Group Scale and Shake Volumes are scaling a group right now, all of them multiplied. 1 is untouched. | Group (name) | number |
| Get Jump Charge | How far a jump is wound up, 0 to 1. | number | |
| Get Motion Context Snapshot | The character motion used this frame. | group | |
| Get Peek Input | The lean last set with Set Peek Input, -1 left to +1 right. | number | |
| Is Shake Active | True while the shake with this handle is still playing. | Handle (whole number) | on or off |
| Notify Jump | An uncharged jump: a short wind-up and then the Jump event. Called automatically on takeoff. | ||
| Notify Landed | A landing at this downward speed, cm/s. Detected automatically; call it for a scripted landing. | Impact Speed (number) | |
| Play Burst | The body was shoved along Direction. Fires the Burst event. | Strength (number); Direction (X, Y and Z) | |
| Play Engine Shake | Play an ordinary Unreal camera shake, so marketplace shakes and Sequencer's own still work. The player's shake setting scales it, but it runs outside this mixer, so it isn't grouped or quietened. | Shake Class (Camera Shake Base class); Scale Factor (number, 1) | |
| Play FOV Punch | A brief widening of the lens, for a blink or a reach, lasting Duration seconds. Fires the FOV Punch event. | Strength (number); Duration (number) | |
| Play Micro Shake | A short knock: a footfall, a mechanism, a light hit. Fires the Rumble event. @param LateralBias -1 left, +1 right, 0 a side at random. | Strength (number, 1); Lateral Bias (number, 0) | |
| Play Shake | Play a shake. Returns a handle for stopping it or changing its strength; one that plays once can be fired and forgotten. @param Direction Which way the push goes in the world, for layers that follow it (a hit, a recoil). @param Plays Once or until stopped, overriding the asset. | Shake (Blendable Shake Asset); Scale Factor (number, 1); Direction (X, Y and Z); Ignore Comfort (on or off, false); Plays (choice, AsAuthored) | whole number |
| Play Shake At | Play a shake from a point in the world, such as an explosion: weaker the further away this pawn is, and pushing away from that point. Out of range, nothing plays and it returns 0. | Shake (Blendable Shake Asset); Location (X, Y and Z); Scale Factor (number, 1); Inner Radius Override (number, -1); Outer Radius Override (number, -1); Ignore Comfort (on or off, false) | whole number |
| Pop Group Scale | Lets go of every group Source scaled, easing them back over Blend Time. Below zero takes as long as they took to arrive. | Source (name); Blend Time (number, -1) | |
| Pop Handheld | Lets go of the handheld Source swapped in, crossing back to whatever would be in use without it. Blend Time below zero takes as long as the swap to it did. | Source (name); Blend Time (number, -1) | |
| Push Group Scale | Makes one mixer group stronger or weaker until you pop the same Source: quieter footsteps in a padded room, more rumble beside an engine. Scale 0 silences the group, 1 leaves it as it is. Where several sources scale one group, their scales multiply. It eases there over Blend Time; below zero takes a quarter of a second. | Source (name); Group (name); Scale (number); Blend Time (number, -1) | |
| Push Handheld | Swaps the camera operator's wobble for this shake until you pop the same Source, whatever the Rig or Handheld (When The Rig Has None) would use: rougher on a boat deck, steadier in a lift. The highest Priority wins, the most recent on a tie. It crosses over the way a Rig change does, with layers the two share by name carrying on. Blend Time below zero uses the shake's own Fades In Over. | Source (name); Shake (Blendable Shake Asset); Priority (whole number, 0); Blend Time (number, -1) | |
| Release Jump | The charge is spent: fires the Jump event, as strong as the charge was. | ||
| Remove Body Shake | Remove a body shake, fading it out rather than cutting it off. | Shake (Blendable Shake Asset) | |
| Reset Transient State | Clears all motion and measurements, played shakes included, so the camera doesn't lurch after a teleport or a change of possession. | ||
| Resolve Motion Provider | Finds the motion provider again, for a movement component added after play began. | ||
| Send Camera Event | Fire a named event, for layers set to play on it and for Event Shakes. | Event Name (name); Strength (number, 1); Direction (X, Y and Z) | |
| Set Action Charge | A wind-up other than a jump, 0 to 1: a throw, a swing. Read by the Action Charge and Any Charge drivers. | Charge (number) | |
| Set Default Handheld | Swap the handheld used when the Rig has none. Layers the two share by name carry on without a restart. | Shake (Blendable Shake Asset) | |
| Set Focus Input | Focus, 0 to 1: aiming down sights, holding breath. Read by the Focus driver; safe to set instantly. | Amount (number) | |
| Set Gameplay Driver | Feed a named value to every shake, for their Gameplay drivers. Shared with a Blendable Follow Camera's composition shifts, so one value can move the shot and shake it. | Name (name); Value (number) | |
| Set Jump Charge | How far a jump is wound up, 0 to 1. Call every frame while it charges. Cancels a pending automatic jump. | Amount (number) | |
| Set Peek Input | Lean out, -1 left to +1 right. Wire it to your lean input. The camera eases into the lean and stops short of walls. | Axis (number) | |
| Set Shake Driver | Feed a named value to one running shake, for its Gameplay drivers. Wins over the shared value of the same name. | Handle (whole number); Name (name); Value (number) | |
| Set Shake Scale | Change a running shake's strength, easing into it so it never jumps. | Handle (whole number); Scale (number); Over (number, 0.15) | |
| Stop All Shakes | Fade out every played shake, or only those in one mixer group. Body, Handheld and Rig shakes carry on. | Group (name, None) | |
| Stop Shake | Fade a shake out and stop it. A negative Fade Out uses the shake's own fade time. | Handle (whole number); Fade Out (number, -1) | |
| Trigger Footstep | Fire a footstep now. The Blendable Footstep anim notify calls this; call it yourself for a scripted step. | Foot (choice) |
Blendable Camera Statics#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Clear Camera Preset | Release a claim made by Push Camera Preset. Wire to End Overlap with the same Source. | Actor (Actor); Source (Actor); Blend Time (number, 0.75); Player Only (on or off, true) | on or off |
| Get Blendable Camera | The Blendable follow camera on an actor, or none. | Actor (Actor) | Blendable Follow Camera |
| Get Camera Preset | Whatever preset is in force on this actor's camera right now. | Actor (Actor) | Blendable Camera Preset |
| Push Camera Preset | Changes the actor's camera preset until Clear Camera Preset is called with the same Source, then goes back. Pass the trigger itself as Source. Where regions overlap, the highest Priority wins. | Actor (Actor); Preset (Blendable Camera Preset); Source (Actor); Blend Time (number, 0.75); Priority (whole number, 0); Player Only (on or off, true) | on or off |
| Set Camera Preset | Changes the actor's camera preset with a blend, and keeps it until something else changes it. Plug a trigger's Other Actor straight in: actors without a Blendable camera are ignored, and re-applying the preset already in force does nothing. | Actor (Actor); Preset (Blendable Camera Preset); Blend Time (number, 0.75); Player Only (on or off, true) | on or off |
Blendable Camera Trigger#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Apply Camera Preset | Switches the actor's camera to Preset On Enter, following Mode. Wire Begin Overlap into it with Other Actor; actors without a Blendable camera are ignored. | Actor (Actor) | on or off |
| Release Camera Preset | Undoes this trigger's change as the actor leaves, switching to Preset On Exit if one is set. Wire End Overlap into it with Other Actor. A Latch with no exit preset has nothing to undo. | Actor (Actor) | on or off |
Blendable Lock-On Volume#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Apply Lock-On Preset | Does what walking in does, for the actor you pass in, so a script can trigger the volume. Does nothing to an actor without a lock-on, or to one no player controls while Player Only is on. | Actor (Actor) | on or off |
| Release Lock-On Preset | Does what walking out does: lets go of this volume's preset and any auto lock it started. Does nothing on a Latch volume, which keeps its change. | Actor (Actor) | on or off |
Blendable Look At Actor#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Apply Travel | Updates the prop's path after Travel Distance or Travel Direction changes. Safe to call during play. |
Blendable Shake Volume#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Apply Shake Volume | Does what walking in does, for the actor you pass in, so a script can trigger the volume. Returns false for an actor it ignores (no Blendable Shake, or not a player's while Player Only is on) or one already inside. | Actor (Actor) | on or off |
| Get Loop Strength At | How strongly the loop would play at a point in the world, 0 to 1, from the edge falloff alone. | Location (X, Y and Z) | number |
| Get Shake Volume Latch Name | The name every Latch Shake Volume pushes its changes under. Pop Group Scale and Pop Handheld with it put them back. | name | |
| Release Shake Volume | Does what walking out does, for the actor you pass in: stops the loop, plays On Exit, and lets the group scales and handheld go back unless the volume is a Latch. Returns false for an actor that wasn't inside. | Actor (Actor) | on or off |
Blendable Tooltip#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Is Shown | True while the tooltip is showing, or fading in. | on or off | |
| Set Message | Sets the label text and refreshes it. | New Message (text) | |
| Set Shown | Force it up or down regardless of range. | Shown (on or off) |
Blendable Camera Action#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Execute (event) | What the action does. Runs when its rig or point of interest takes over, and again when it lets go if the hook asks for that. @param Source The follow camera or point of interest component this fired from. @param Owner That component's actor: the pawn, or the placed point of interest. @param bActivating True when taking over, false when letting go. | Source (Actor Component); Owner (Actor); Activating (on or off) | |
| Get Lock-On Event | What happened to the lock, when a lock-on hook runs this. | choice | |
| Get Lock-On Event Name | A named event's name, when one runs this. | name | |
| Get Lock-On Point | Where the lock point is, or was as the lock ended, so a sound or an effect can play where a destroyed target stood. | X, Y and Z | |
| Get Lock-On Target | Who the lock is on: the target just locked, the new one on a switch, the one let go of as a lock ends. Empty once a target has been destroyed, and outside a lock-on hook. | Actor | |
| Is Running For Lock-On | True while a lock-on hook is running this action. | on or off |
Blendable Camera Director Subsystem#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Get Last Influence | What the points of interest added up to on the last camera update, for reading without changing anything. | group | |
| Get Point Of Interest Count | How many points of interest are in play in this world, whether or not they're doing anything right now. | whole number |
Blendable Lock-On Marker#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Find Marker Animation | An animation of this widget's own, by its name in the Widget Blueprint. Empty if it has none by that name. | Animation Name (name) | Widget Animation |
| Get Move Opacity | How solid the moves have the marker now, 0 to 1, on top of its fading. | number | |
| Get Move Transform | Where the moves have the marker now: its scale, turn and offset, on top of wherever it's placed. | widget transform | |
| On Hiding (event) | The marker is fading out. | ||
| On Let Go (event) | The lock let go of this marker's target: released, broken, lost, or moved on to another. | ||
| On Locked (event) | A lock was just made on this marker's target. | ||
| On Marker Changed (event) | Called whenever anything above changes: which marker it is, its target, the edge, the picture or the colour. | ||
| On Shown (event) | The marker appeared on its target, or became another kind of marker. Kind says which. | ||
| On Switched To (event) | The lock just moved to this marker's target from another. | ||
| Play Move | Plays a move now: the built-in one, the widget's own animation by name, or both. It plays over whatever is looping. | Move (group) | |
| Set Loop | Keeps a move going while the marker is shown, in place of the one before: the built-in one, the widget's own animation looped, or both. | Loop (group) |
Blendable Sequencer Subsystem#
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Release All | Hands everything back straight away: input restored, looping shakes stopped, the preset and lock-on claims let go. Safe to call any time, for when something's gone wrong and the player can't move. |
Blendable Feedback Sink#
An interface: a class implements these to answer Blendable.
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Receive Action Charge (event) | A wind-up other than a jump, 0 to 1: a throw being charged, a swing loading. | Charge (number) | |
| Receive Burst (event) | The body was shoved along Direction: a dash, a boost. Sent once, as it happens. | Strength (number); Direction (X, Y and Z) | |
| Receive Clear Landing Impact (event) | Forget how fast the current fall got, so a landing that was deliberately slowed doesn't play as a crash. | ||
| Receive FOV Punch (event) | A brief widening of the field of view for a moment like a blink or a reach, lasting Duration seconds. | Strength (number); Duration (number) | |
| Receive Jump Charge (event) | How far a jump is wound up, 0 to 1, sent while it charges. Drives a held dip rather than a one-off kick. | Charge (number) | |
| Receive Jump Release (event) | The charged jump has been released. | ||
| Receive Rumble (event) | A short rumble. LateralBias -1..1 biases it to one side, for footfalls. | Strength (number); Lateral Bias (number) | |
| Receive Shake (event) | Asks for a one-off shake. The shake arrives as a plain object: cast it to the shake asset you play. | Shake (Object); Strength (number); Direction (X, Y and Z) |
Blendable Lock-On Listener#
An interface: a class implements these to answer Blendable.
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| On Lock-On Event (event) | Something happened to a lock this actor is part of. @param Event What happened. @param Name The event's name for a named event, otherwise whatever name the hook was given. @param Player Whoever holds the lock. @param Target Who it's on. Can be empty once a target has been destroyed. | Event (choice); Name (name); Player (Actor); Target (Actor) |
Blendable Motion Provider#
An interface: a class implements these to answer Blendable.
| Node | What it does | Takes | Gives back |
|---|---|---|---|
| Get Motion Context (event) | Returns the motion data the camera shakes should react to this frame. | group |
Retired nodes#
Still there, so older Blueprints keep working, and marked deprecated in the editor:
- Set Shake Intensity (Blendable Shake): Use Set Shake Scale.
- Set Profile (Blendable Shake): Camera profiles became shake assets in 1.3. Use Add Body Shake; this converts the profile while playing.
- Set Base FOV (Blendable Shake): The lens now adds to whatever field of view the camera has, so there is no base to set.
- Play World Shake (Blendable Shake): Use Play Shake At, which does the same.
- Get Base FOV (Blendable Shake): The lens now adds to whatever field of view the camera has, so there is no base to read.