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ALimenCinematicActor

Overview

ALimenCinematicActor is an abstract class that extends ALimenGameplayActor. It manages the cinematic experience by transitioning the player's view target to itself or another actor, applying post-process effects, and handling cinematic mode. This class provides a blueprint interface for starting, stopping, and canceling cinematics.

Properties

Type

Name

Access

Description

UCameraComponent*

CameraComponent

EditAnywhere, BlueprintReadOnly

The camera component used during the cinematic.

FViewTargetTransitionParams

ViewTargetInTransitionParams

EditAnywhere, BlueprintReadWrite

Parameters for transitioning to the cinematic view target.

FViewTargetTransitionParams

ViewTargetOutTransitionParams

EditAnywhere, BlueprintReadWrite

Parameters for transitioning back from the cinematic view target.

FPostProcessSettings

CinematicCamerasPostProcessSettings

EditAnywhere, BlueprintReadWrite

Post-process settings applied to cinematic cameras.

bool

bOverrideCamerasPostProcessSettings

EditAnywhere, BlueprintReadWrite

Whether to override post-process settings for cinematic cameras.

TWeakObjectPtr<AActor>

OriginalViewTarget

Private

The original view target before entering the cinematic mode.

TWeakObjectPtr<APlayerController>

CinematicContextPlayerController

Private

The player controller managing the cinematic context.

FTimerHandle

ViewTargetTransitionTimerHandle

Private

Timer handle for transitioning between view targets.

bool

bIsCinematicPlaying

Private

Whether a cinematic is currently playing.

TArray<UCameraComponent*>

CinematicCameras

Private

Array of cinematic cameras with overridden post-process settings.

Functions

Return Type

Signature

Description

void

BeginPlay()

Initializes the cinematic actor and applies post-process settings if required.

void

StartCinematic(APlayerController* InPlayerController)

Starts a cinematic by setting the view target to this actor and applying transition parameters.

void

StopCinematic()

Stops the current cinematic by restoring the original view target and applying transition parameters.

void

CancelCinematic()

Cancels the current cinematic, resetting the player controller and view target.

bool

IsCinematicPlaying() const

Returns whether a cinematic is currently playing.

AActor*

GetOriginalViewTarget() const

Returns the original view target before entering cinematic mode.

const FPostProcessSettings&

GetPostProcessSettings() const

Returns the post-process settings for cinematic cameras.

void

SetPostProcessSettings(const FPostProcessSettings& NewSettings)

Sets new post-process settings for cinematic cameras.

void

CinematicStart()

Blueprint-implementable event called when a cinematic starts.

void

OnViewTargetSetToSelf()

Disables input for the player's pawn when transitioning to the cinematic view target.

void

OnViewTargetRestored()

Restores input for the player's pawn and cleans up after the cinematic ends.

void

OnViewTargetSetToSelf_Internal()

Internal implementation of transitioning to the cinematic view target.

void

OnViewTargetRestored_Internal()

Internal implementation of restoring the original view target.

Usage & Implementation Notes

  • Threading Constraints: This class does not have any specific threading constraints.

  • Replication Requirements: None.

  • Memory Lifetime Management: The class uses weak pointers to manage references to actors and player controllers, ensuring that memory is properly managed without causing memory leaks.

  • Initialization Dependencies: The BeginPlay function initializes the cinematic actor by applying post-process settings if required.

22 May 2026