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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "GCMS_CameraAssistInterface.generated.h"
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/** */
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UINTERFACE(BlueprintType)
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class UGCMS_CameraAssistInterface : public UInterface
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{
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GENERATED_BODY()
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};
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class GENERICCAMERASYSTEM_API IGCMS_CameraAssistInterface
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{
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GENERATED_BODY()
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public:
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/**
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* Get the list of actors that we're allowing the camera to penetrate. Useful in 3rd person cameras
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* when you need the following camera to ignore things like the a collection of view targets, the pawn,
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* a vehicle..etc.
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*/
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virtual void GetIgnoredActorsForCameraPentration(TArray<const AActor*>& OutActorsAllowPenetration) const { }
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/**
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* The target actor to prevent penetration on. Normally, this is almost always the view target, which if
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* unimplemented will remain true. However, sometimes the view target, isn't the same as the root actor
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* you need to keep in frame.
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*/
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virtual TOptional<AActor*> GetCameraPreventPenetrationTarget() const
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{
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return TOptional<AActor*>();
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}
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/** Called if the camera penetrates the focal target. Useful if you want to hide the target actor when being overlapped. */
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virtual void OnCameraPenetratingTarget() { }
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};
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