Pighaus Games Docs

These docs describe Fixed Angles and Blendshot, the next update, in development: everything in 1.3 and what it adds. 1.3 is in testing: read its docs.

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 Fixed Angles and Blendshot (1.4.0, in development) in Unreal Engine 5.8.3, so it lists exactly what that version has.

Blendable Cinematic Mode#

NodeWhat it doesTakesGives back
Is Cinematic ModeTrue while cinematic mode is on.on or off
Set Cinematic ModeTurns cinematic mode on or off. Calling it again with the same value does nothing.Active (on or off)

Blendable Follow Camera#

NodeWhat it doesTakesGives back
Add Zoom InputZooms by turns of the wheel: above 0 in, below 0 out.Turns (number)
Blend to RigBlends 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)
Can ZoomWhether the camera with the shot can be zoomed now.on or off
Cancel RecenterAbandon a recentre in progress.
Clear All Preset RequestsDrops every preset request and goes back to the base preset.Blend Time (number, -1)
Clear All Rig RequestsDrop every claim at once, for a hard reset on death or level change.Blend Time (number, -1)
Clear All ShiftsRelease every pushed shift at once.Blend Time (number, -1)
Clear Framing OffsetForgets 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 RequestDrop 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 RequestDrop a source's claim. The next highest takes over, or the default rig does.Source (name); Blend Time (number, -1)
Clear ShiftEnds 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 ShotHand the framing back to the rig's own two-subject framing, over Blend Time.Blend Time (number, 0.5)
Clear View ModeDrops the view mode and goes back to the Default Rig.Blend Time (number, -1)
Cut to ShotPuts the camera straight onto its shot on the next frame, with no easing: a cut.
Cycle View ModeMoves 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 StatesEvery camera state that's on, such as Aim.list of name
Get Active PresetWhatever preset is in force right now, including one applied by a volume.Blendable Camera Preset
Get Active Rig SourceWho currently owns the shot. None means the default rig.name
Get Active ShiftHow far all the shifts together are moving the subject on screen this frame, in percent of screen.X and Y
Get Active View ModeThe view mode in force, or None when the camera is on its Default Rig.name
Get Base PresetThe 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 DebugThe 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 HeadingThe way the camera faces, in degrees of yaw: the held heading while an angle is held, the view's otherwise.number
Get Centre DotWhere 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 StyleThe 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 SlideHow 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 ConfigThe settings in use right now: the preset's if there is one, otherwise the camera's own.group
Get Current Arm LengthThe camera's arm length right now, in cm, after collision has pulled it in.number
Get Effective SettingsThe shape actually in use this frame, after blending.group
Get Fixed CameraThe fixed camera holding the shot or arriving, or none while the follow camera has it.Blendable Fixed Camera
Get Fixed Camera HereThe fixed camera whose area the player is in, whether or not something with a higher priority holds the shot.Blendable Fixed Camera
Get Fixed Camera MoveThe camera move the shot is travelling right now, if it's travelling one.Blendable Camera Move
Get Fixed Camera WeightHow much of the picture is a fixed camera's, 0 to 1: 1 while one holds the shot, in between while one blends.number
Get Framing OffsetWhere the player has parked the framing subject, in degrees off centre.pitch, yaw and roll
Get Framing SubjectThe actor framed alongside the player, such as a lock-on target, or none.Actor
Get Framing WeightHow much the framing subject is framed, 0 to 1, as Set Framing Subject last said.number
Get Gameplay DriverThe value last fed in under this name with Set Gameplay Driver, or 0 if none has been.Name (name)number
Get Gap ShiftHow far the camera is sliding sideways right now to fit through a gap, in cm. Zero when it isn't.number
Get Idle Action TimeSeconds since the player last did anything but move. What the auto-recentre counts.number
Get Orientation Mode IndexThe 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 RequestWhich 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 DistanceHow 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 AlphaHow far the current rig blend has got, 0 to 1. At 1 the camera has arrived on the current rig.number
Get See Through CountHow many meshes the camera has open to see through, opening or closing.whole number
Get See Through OpennessHow far the camera has opened a mesh to see through it, 0 shut to 1 open.Mesh (Primitive Component)number
Get Shot Damper DisplacementHow 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 DebugEvery 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 SideWhere 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 PivotThe point the camera orbits this frame, in world space, after smoothing.X, Y and Z
Get Standing RigThe 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 RigThe rig the camera is on, or blending to.Blendable Camera Rig
Get Two Shot Group WeightHow much of the shot the group holds: 0 is the pair, 1 the whole group.number
Get Two Shot SideWhich side of the line the two-shot keeps: 1 the player's right, -1 their left, between while it crosses.number
Get Two Shot SoftnessHow soft the lock is: 0 the lock turns the camera, 1 you do.number
Get Two Shot WeightHow much of the shot the two-shot holds now, 0 to 1.number
Get Two Subject FramingHow the camera frames a second subject, as Set Two-Subject Framing last said.group
Get ZoomThe magnification now: 1 as the camera is, above 1 zoomed in.number
Has First Person View ModeTrue when any view mode's rig is first person, judged by its arm length.on or off
Has Orientation RequestFalse when nothing is asking the character to face a particular way, so the game keeps its own rotation logic.on or off
Hold Fixed CameraMakes Camera hold the shot wherever the player is, until Let Go Of Fixed Camera. It still gives way to anything with a higher priority. Blend Time below 0 uses the camera's own Blend In Time; 0 cuts.Camera (Blendable Fixed Camera); Blend Time (number, -1)
Is A Transition Covering The ChangeTrue while a change of fixed camera waits for its screen transition to cover the old shot.on or off
Is Aim RequestedTrue 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 AimingTrue while the Aim camera state is on.on or off
Is Camera State ActiveTrue while the camera state with this name is on.State (name)on or off
Is Centre Dot RequestedTrue while gameplay asks for the centre dot with Set Centre Dot Requested.on or off
Is Comfort NeutralTrue when the player's comfort settings aren't changing the camera at all.on or off
Is Dolly ZoomingTrue while a dolly zoom is playing.on or off
Is Framing Two ShotTrue while a two-shot is at least halfway blended in.on or off
Is Holding AngleTrue 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 ActiveTrue 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 In Fixed CameraTrue while a fixed camera holds the shot or is arriving.on or off
Is Pivot Catching UpTrue while follow lag is bringing the camera back after a burst of speed has ended.on or off
Is Pivot LaggingTrue while the character is running and follow lag is letting them pull ahead.on or off
Is RecenteringTrue while the camera is swinging back behind the character. A held angle turning home doesn't count.on or off
Is Shoulder RightTrue while the camera is over the character's right shoulder.on or off
Is Strafe RequestedTrue when the camera wants the character to strafe. The same thing On Strafe Request Changed reports.on or off
Is Using GamepadTrue 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
Keep VisibleKeeps someone else in view through anything in the way, as the camera does your character and your target while the rig's See Through is on: a companion, a boss, a thrown spear. Until Stop Keeping Visible.Actor (Actor)
Kick LensA quick kick of the lens, Degrees wider (narrower if negative), settling back over Time.Degrees (number, 4); Time (number, 0.3)
Let Go Of Fixed CameraEnds Hold Fixed Camera: the shot goes to the fixed camera whose area the player is in, or back to the follow camera. Blend Time below 0 uses that camera's own time; 0 cuts.Blend Time (number, -1)
Notify Player ActivityTells 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 TeleportedTells 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 ZoomPlays 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 ViewOne 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 OverrideTemporarily 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 ShiftMoves 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 CameraSwings 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 OverrideEnds Source's camera override, easing back out over its Blend Out Time.Source (name)
Release Cycle ViewThe 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 PresetAsks 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 RigAsks 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)
Reset ZoomBack to 1x.At Once (on or off, false)
Return to Default RigBlends back to the Default Rig by dropping every rig request.Blend Time (number, -1)
Rotate CameraTurns 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 ModeSwitches 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 AimingTurns 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 PresetChanges 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 HeadingTurn to face a direction in the world, in degrees of yaw, easing there over Time seconds.Yaw (number); Time (number, 0.35)
Set Camera StateTurns 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 RequestedAsks 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 CrouchedTells 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 SubjectGives 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 DriverSets 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 Pivot MeshHands a skeletal mesh to every rig whose Pivot Mesh is Name, ahead of any tag or component name: for a mesh made while the game runs, such as a generated first-person body. Call it again when the mesh is made again. No mesh lets go of the name.Name (name); Mesh (Skeletal Mesh Component)
Set PresetSwitches 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 FramingTurns 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 MotionOne 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 AlphaHolds 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 RightPuts 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 ShotFrames 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 GroupWho 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 SoftnessMakes 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 FramingHow 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)
Set ZoomSets the magnification, held between the zoom's widest and closest; at once, or gliding there.Magnification (number); At Once (on or off, false)
Snap to RigLike 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)
Stop Keeping VisibleStops keeping someone in view that Keep Visible asked for.Actor (Actor)
Toggle ShoulderMoves the camera to the character's other shoulder over Blend Time, on every rig at once.Blend Time (number, 0.25)
Whip to ShotTurns 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)
Zoom InZooms in a step, or to the next stage.
Zoom OutZooms out a step, or to the stage before.

Blendable Lock On#

NodeWhat it doesTakesGives back
Clear Lock-On FocusGoes back to the focus the lock-on preset says.
Get Lock-On LetterboxHow 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 SoftTrue while the lock is soft: the camera is the player's, and the lock only reframes.on or off
Play Lock-On EffectPlays 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 FocusFocuses 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 EffectsFades 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 Responses#

NodeWhat it doesTakesGives back
Add ResponseAdds a response while the game runs: one made with Construct Object From Class, outered to this.Response (Blendable Lock-On Response)
Find ResponseA response by its name, or none.Name (name)Blendable Lock-On Response
Remove ResponseTakes a response off by its name. False if it has none by that name.Name (name)on or off
Reset ResponsesEvery response forgets it was picked: back if it shows only once, and its cooldown over.
Set Response ShownShows or hides a response by its name. False if it has none by that name.Name (name); Shown (on or off)on or off

Blendable Lock-On Target#

NodeWhat it doesTakesGives back
Get Framing CentreThe middle of it for framing: the middle of its bounds, or its origin with none.X, Y and Z
Get Framing SizeIts size for framing, width then height, cm: as set, or measured from its bounds.X and Y
Get Lock Point LocationWhere 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 LocationWhere 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 PointsHow many lock points it has: at least one, the target itself, when none are listed.whole number
Set EngagedMarks 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#

NodeWhat it doesTakesGives back
Can Lock On ToWhether 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 PointMove 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 TargetMoves 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 TargetThe 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 BandThe band framing the lock now, as its place in Bands, or -1 for none.whole number
Get Active Lock-On OverridesThe overrides in force now: every one pushed, laid over each other by priority.group
Get Active Lock-On PresetThe 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 SourceWho 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 EndHow the last lock ended: let go, broken, or the target lost.choice
Get Last Lock PointWhere 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 PointWhere the lock is aimed in the world now: the current lock point, or the target itself.X, Y and Z
Get Lock Point IndexWhich point on the target the lock is on.whole number
Get Lock TargetThe actor the lock is on, or none.Actor
Get Lock-On ReadoutWhat 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
Get Preferred TargetYour game's pick for the next lock, or None.Actor
Get Shown ResponsesThe responses that can be picked now, top to bottom: empty while the menu isn't showing.list of Blendable Lock-On Response
Hide Response MenuHides the response menu while any name asks, as for a cutscene or a screen of your own; it comes back when the last lets go.Source (name); Hide (on or off)
Hold LockWhile 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 LockingTrue while auto lock is holding a fight and the player hasn't waved it off.on or off
Is in FightWhether 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 AutomaticTrue when the lock held now is one auto lock made rather than the player.on or off
Is Lock HeldTrue while something holds the lock against breaking.on or off
Is LockedTrue while locked onto a target.on or off
Is Response Menu ShownWhether the response menu is on screen with something to pick.on or off
Lock ToLocks 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
Pick ResponsePicks a response on the menu by its name, as its button would: from an input of your own, or a script. True if it could be picked.Name (name)on or off
Pop Lock-On OverridesLets 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 PresetLet 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 OverridesChanges 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 PresetAsks 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 LockLets go of the lock, if there is one.
Set Base PresetChange 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 PointMoves 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
Set Preferred TargetYour game's own pick for the next lock, such as the thing the player is looking at to use: Toggle Lock and Find Best Target take it whenever it could be locked at all (in reach, in view, in sight and lockable), whatever the scores, so the lock always goes where your game's prompt says. Switching targets ignores it. Set it as it changes; None leaves the usual choice.Target (Actor)
Set Response Menu OpenOpens or shuts the response menu for the lock held now. The next lock opens it as Opens says.Open (on or off)
Start Auto LockLocks 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 LockStop 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 LockLocks 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
Toggle Response MenuOpens the response menu if it's shut, or shuts it: for a menu that opens when asked, or to wave one away.

Blendable Point Of Interest#

NodeWhat it doesTakesGives back
Activate Point Of InterestTurns this point of interest fully on, easing in over its blend time. Only used with the Manual trigger.
Clear Focus OverrideGoes back to the focus the preset says.
Deactivate Point Of InterestTurns this point of interest off again, easing out over its blend time. Only used with the Manual trigger.
End Point Of InterestEnds 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 UsedHow many times this point of interest has switched on, for one with a limit on how often it may.whole number
Get Active Preset NameThe name of the Alternate Preset in use, or None for the starting Preset.name
Get Aim ScaleHow much this point of interest turns the camera and holds the stick, 0 to 1.number
Get Current WeightHow 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 PointWorld point this point of interest wants looked at.X, Y and Z
Get SettingsThe behaviour in force this frame, after any preset crossfade.group
Is ActivatedTrue while an activation is running, whether triggered or forced.on or off
Reset ActivationsForget how many times this has fired, so a limited point of interest can run again.
Set Active PresetBlends 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 ScaleHow 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 OverrideFocuses 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 ActorChanges 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 WeightSets 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 AssetBlends 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 InterestRuns 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#

NodeWhat it doesTakesGives back
Add Body Shake---- Body and handheld ----.Shake (Blendable Shake Asset)
Clear Landing ImpactForget 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 EventFire 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 HandheldThe 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 SourceWho swapped in the handheld in use: the name it was pushed under. None when nothing has.name
Get Current Cadence SPMFootsteps per minute the stride is running at.number
Get Current State NameThe locomotion state in force: Idle, Walk, Sprint, Crouch, Air, or one of your own.name
Get Driver ValueAny driver's value this frame, as a layer would read it.Source (choice); Name (name)number
Get Duck LevelHow far the Handheld group is quietened right now, 1 being not at all.number
Get EffortEffort, 0 up to its Max. The same number the Effort driver reads, for breathing audio or UI.number
Get Focus InputThe focus last set with Set Focus Input, 0 to 1.number
Get Gameplay DriverThe value last fed in under this name with Set Gameplay Driver, or 0 if none has been.Name (name)number
Get Group ScaleHow 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 ChargeHow far a jump is wound up, 0 to 1.number
Get Motion Context SnapshotThe character motion used this frame.group
Get Peek InputThe lean last set with Set Peek Input, -1 left to +1 right.number
Is Shake ActiveTrue while the shake with this handle is still playing.Handle (whole number)on or off
Notify JumpAn uncharged jump: a short wind-up and then the Jump event. Called automatically on takeoff.
Notify LandedA landing at this downward speed, cm/s. Detected automatically; call it for a scripted landing.Impact Speed (number)
Play BurstThe body was shoved along Direction. Fires the Burst event.Strength (number); Direction (X, Y and Z)
Play Engine ShakePlay 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 PunchA 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 ShakeA 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 ShakePlay 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 AtPlay 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 ScaleLets 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 HandheldLets 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 ScaleMakes 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 HandheldSwaps 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 JumpThe charge is spent: fires the Jump event, as strong as the charge was.
Remove Body ShakeRemove a body shake, fading it out rather than cutting it off.Shake (Blendable Shake Asset)
Reset Transient StateClears all motion and measurements, played shakes included, so the camera doesn't lurch after a teleport or a change of possession.
Resolve Motion ProviderFinds the motion provider again, for a movement component added after play began.
Send Camera EventFire 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 ChargeA 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 HandheldSwap 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 InputFocus, 0 to 1: aiming down sights, holding breath. Read by the Focus driver; safe to set instantly.Amount (number)
Set Gameplay DriverFeed 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 ChargeHow far a jump is wound up, 0 to 1. Call every frame while it charges. Cancels a pending automatic jump.Amount (number)
Set Peek InputLean 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 DriverFeed 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 ScaleChange a running shake's strength, easing into it so it never jumps.Handle (whole number); Scale (number); Over (number, 0.15)
Stop All ShakesFade out every played shake, or only those in one mixer group. Body, Handheld and Rig shakes carry on.Group (name, None)
Stop ShakeFade 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 FootstepFire a footstep now. The Blendable Footstep anim notify calls this; call it yourself for a scripted step.Foot (choice)

Blendshot#

NodeWhat it doesTakesGives back
Get Kill Cam PartWhich part of a kill cam's shot is playing: none, the release, the flight, following it through or the impact.choice
Get Last FoeWho the fight's last foe is, as the game said; none if it hasn't.Actor
Get Shot TimeHow far into the shot playing it is, in seconds; 0 with none.number
Is Playing FinisherWhether a finisher's playing.on or off
Is Playing Kill CamWhether a kill cam's playing.on or off
Is Playing MirroredWhether the shot playing is mirrored, from the other side of the attacker's forward line: to keep out of a wall, or by chance.on or off
Kill Cam ImpactTells the kill cam playing that its projectile has hit, for a hit it wouldn't see by itself: a projectile that stops short of the victim's middle, say.
Last Foe DownThe fight's last foe is down, however it happened: plays a finisher on them as the fight's ending (Finisher, or the first of this character's with a shot that fits any animation), its How Often counting them the last foe, unless a shot's already played or playing on them. False if nothing plays.Foe (Actor); Finisher (Blendable Finisher, None)on or off
Play FinisherPlays a finisher on this character and a victim: a shot made for the animation this character's playing, else one that fits any, as its How Often allows. False if nothing plays. In a networked game it's sent to the screens it plays on, and true once it's on its way.Finisher (Blendable Finisher); Victim (Actor)on or off
Play Kill CamPlays a kill cam on a projectile on its way to someone it will kill: call it as the projectile's released, when the game knows the shot will kill. One of the kill cam's shots that fits the projectile, at random by weight: its release keyed from this character, its flight on the projectile however long it takes, its impact on the victim where they're hit. With no kill cam named, the first of this character's that has a shot for it. False if nothing fits or a shot's already playing.Projectile (Actor); Victim (Actor); Kill Cam (Blendable Kill Cam, None)on or off
Play Kill Cam AtAs Play Kill Cam, aimed at where the shot will really hit rather than the victim's middle: Hit Point, kept on Hit Component's Hit Bone as they move (from a predicted path, say). A head shot stays a head shot: the kill cam neither thinks it will miss their middle nor steers it there.Projectile (Actor); Victim (Actor); Hit Point (X, Y and Z); Hit Component (Scene Component); Hit Bone (name); Kill Cam (Blendable Kill Cam, None)on or off
Send ABulletFor a hitscan shot, which has nothing in it to follow: sends the kill cam's bullet from From to the victim, at a speed you can see, and plays the kill cam on it. The bullet leaves as the shot's flight begins. The bullet, or none.From (X, Y and Z); Victim (Actor); Kill Cam (Blendable Kill Cam, None)Blendable Kill Cam Bullet
Set Last FoeThe fight's down to its last foe: who. A finisher or kill cam on them is the last foe's, for How Often's The Last Foe. The game says so, as it knows its fights; set on the server, every screen knows. None clears it.Foe (Actor)
Stop FinisherStops the finisher or kill cam playing and hands straight back to play.

Blendable Camera Statics#

NodeWhat it doesTakesGives back
Clear Camera PresetRelease 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 CameraThe Blendable follow camera on an actor, or none.Actor (Actor)Blendable Follow Camera
Get Camera PresetWhatever preset is in force on this actor's camera right now.Actor (Actor)Blendable Camera Preset
Push Camera PresetChanges 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 PresetChanges 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 Hook Library#

NodeWhat it doesTakesGives back
Tell ActorTells an actor something, as the Tell Actors hook action does: the actor and each of its components that are Blendable Hook Targets. A pickup can tell a door Unlock, a won fight can tell a gate Open. Returns how many listened.Actor (Actor); Message (name); From (Actor); Putting Back (on or off, false)whole number

Blendable Camera Move#

NodeWhat it doesTakesGives back
Find BlockerThe first thing in the path's way as the camera would pass, sweeping a ball of Radius cm along it on the camera channel: the actor, how far along the path it is in cm, and where. None is a clear path. Characters don't count.Radius (number, 12)Distance (number); Location (X, Y and Z); Actor
Get LengthHow long the path is, in cm.number
Get Time ForHow long travelling Distance cm of the path takes, in seconds: its share of Time, or the distance at Speed.Distance (number)number
Set EnabledSwitches the move on or off.Enabled (on or off)

Blendable Camera Trigger#

NodeWhat it doesTakesGives back
Apply Camera PresetSwitches 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 PresetUndoes 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 Fixed Camera#

NodeWhat it doesTakesGives back
Contains PointWhether a point is inside this camera's area, with the area grown by Margin cm on every side.Point (X, Y and Z); Margin (number, 0)on or off
Get ViewWhere this camera stands, which way it looks and its field of view, as placed: before it turns or slides.Location (X, Y and Z); Rotation (pitch, yaw and roll); Field Of View (number)
Is EnabledWhether this camera can take the shot.on or off
Set EnabledSwitches this camera on or off. Switched off while it holds the shot, the next camera, or the follow camera, takes over.Enabled (on or off)

Blendable Kill Cam Bullet#

NodeWhat it doesTakesGives back
FireSends it from where it is to To; held, it waits for Let Go.To (X, Y and Z); Held (on or off, false)
Get TargetWhere it's going.X, Y and Z
Has ArrivedWhether it's got where it was going, and through, and stopped.on or off
Is Going ThroughWhether it's gone through where it was going and is carrying on.on or off
Let GoLets a held bullet go.

Blendable Lock-On Volume#

NodeWhat it doesTakesGives back
Apply Lock-On PresetDoes 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 PresetDoes 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#

NodeWhat it doesTakesGives back
Apply TravelUpdates the prop's path after Travel Distance or Travel Direction changes. Safe to call during play.

Blendable Shake Volume#

NodeWhat it doesTakesGives back
Apply Shake VolumeDoes 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 AtHow 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 NameThe name every Latch Shake Volume pushes its changes under. Pop Group Scale and Pop Handheld with it put them back.name
Release Shake VolumeDoes 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#

NodeWhat it doesTakesGives back
Is ShownTrue while the tooltip is showing, or fading in.on or off
Set MessageSets the label text and refreshes it.New Message (text)
Set ShownForce it up or down regardless of range.Shown (on or off)

Blendable Camera Action#

NodeWhat it doesTakesGives 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 EventWhat happened to the lock, when a lock-on hook runs this.choice
Get Lock-On Event NameA named event's name, when one runs this.name
Get Lock-On PointWhere 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 TargetWho 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-OnTrue while a lock-on hook is running this action.on or off

Blendable Camera Director Subsystem#

NodeWhat it doesTakesGives back
Get Last InfluenceWhat the points of interest added up to on the last camera update, for reading without changing anything.group
Get Point Of Interest CountHow many points of interest are in play in this world, whether or not they're doing anything right now.whole number

Blendable Fixed Camera Subsystem#

NodeWhat it doesTakesGives back
Get Camera MovesEvery camera move in the world, switched on or not.list of Blendable Camera Move
Get Fixed CamerasEvery fixed camera in the world, switched on or not.list of Blendable Fixed Camera

Blendable Lock-On Marker#

NodeWhat it doesTakesGives back
Find Marker AnimationAn 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 OpacityHow solid the moves have the marker now, 0 to 1, on top of its fading.number
Get Move TransformWhere 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 MovePlays 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 LoopKeeps 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 Lock-On Response#

NodeWhat it doesTakesGives back
Can Show (event)Its condition: whether it can be picked now. Override it in a Blueprint of your own; with no override it always can. Player is who's locked on, Target who they're locked on to: cast it to your character to read its state. Asked every frame the menu shows, so keep it quick.Player (Pawn); Target (Actor)on or off
Get Cooldown LeftSeconds until it can be picked again; 0 when it can.number
Get Response NameIts name: Name, or its text when Name is empty.name
Get Seconds Since PickedSeconds since it was last picked; a very large number if it never has been. For a condition of your own.number
Get Times PickedHow many times it's been picked.whole number
On Picked (event)What it does: runs when it's picked, before the menu does as After It's Picked says. Override it in a Blueprint of your own.Player (Pawn); Target (Actor)
Reset ResponseForgets it was picked: back on the menu if it shows only once, and its cooldown over.

Blendable Lock-On Response Menu#

NodeWhat it doesTakesGives back
On Menu Changed (event)Called whenever the title, the responses, their buttons or what can be picked change.
On Response Picked (event)A response was just picked: its place in Rows.Row (whole number)

Blendable Lock-On Response Row#

NodeWhat it doesTakesGives back
On Picked (event)The response was just picked.
On Row Changed (event)Called whenever the response, its words, its button or whether it can be picked change.

Blendable Sequencer Subsystem#

NodeWhat it doesTakesGives back
Get LetterboxHow much of the screen's height each of the bars covers now.number
Get Time SpeedHow fast Blendable has time running: 1 as normal, less while a Slow Time section or a hit-stop holds it.number
Is The HUD HiddenWhether a sequence has asked the game to hide its HUD.on or off
Release AllHands 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.

NodeWhat it doesTakesGives 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 Hook Target#

An interface: a class implements these to answer Blendable.

NodeWhat it doesTakesGives back
On Blendable Hook (event)Something told this actor something. @param Message The word it was sent: Unlock, Open, Drop, whatever your Blueprint listens for. @param From Who it's from: the player a hook ran for, or whatever called Tell Actor. @param bPuttingBack True when a hook is putting back what it did, as its camera lets go of the shot or its lock ends.Message (name); From (Actor); Putting Back (on or off)

Blendable HUD#

An interface: a class implements these to answer Blendable.

NodeWhat it doesTakesGives back
Hide the HUD (event)Hide your HUD, or show it again.Hide (on or off)

Blendable Lock-On Listener#

An interface: a class implements these to answer Blendable.

NodeWhat it doesTakesGives 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.

NodeWhat it doesTakesGives 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.