Limen Framework 0.1 Help

ULimenCinematicInteractableComponent

Overview

ULimenCinematicInteractableComponent is a subclass of ULimenInteractableComponent. It manages the interaction logic for cinematic sequences, including attaching subcomponents, handling player input, and managing camera and item transformations. The component also provides delegates for various cinematic events such as start, end, and trigger.

Properties

Type

Name

Access

Description

UCameraComponent*

CinematicCamera

BlueprintReadOnly

Camera used during the cinematic sequence.

USceneComponent*

ItemSocket

BlueprintReadOnly

Socket for attaching items during the cinematic.

FTransform

CinematicCameraOffset

EditAnywhere, BlueprintReadOnly

Offset for the cinematic camera relative to the component.

FTransform

ItemSocketTransform

EditAnywhere, BlueprintReadOnly

Transform for the item socket relative to the component.

FViewTargetTransitionParams

TransitionParameters

EditAnywhere, BlueprintReadWrite

Parameters for transitioning between views during the cinematic.

Functions

Return Type

Signature

Description

void

AttachSubComponents()

Attaches subcomponents (camera and item socket) to this component.

void

OnComponentCreated() override

Called when the component is created, setting up initial states for the camera and item socket.

void

PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override

Handles property changes in the editor, updating the camera or item socket transform accordingly.

void

AddItem(ALimenGameplayActor* Item)

Adds an item to the cinematic sequence by attaching it to the item socket and teleporting it to the socket's location.

void

SetItemRelativeTransform(const FTransform& NewTransform)

Sets the relative transform of the item socket.

void

Interact(AController* InController, APawn* InPawn) override

Handles interaction logic, setting up player controller and pawn references and broadcasting the cinematic trigger event.

void

NotifyInteract()

Notifies interaction by calling the base class's interact method.

void

StartCinematic(APlayerController* InPlayerController, APawn* InPlayerPawn)

Starts the cinematic sequence, setting up the view target and activating the cinematic camera.

void

StopCinematic()

Stops the cinematic sequence, resetting player controller and pawn references after a delay if necessary.

APlayerController*

GetCurrentPlayerController() const

Returns the current player controller associated with this component.

APawn*

GetCurrentPawn() const

Returns the current pawn associated with this component.

ALimenGameplayActor*

GetItemActor() const

Returns the item actor currently attached to this component.

void

OnCinematicStarted()

Called when the cinematic sequence starts, activating the camera and disabling player input.

void

OnCinematicStopped()

Called when the cinematic sequence stops, deactivating the camera and enabling player input.

Usage & Implementation Notes

  • The component uses FAttachmentTransformRules to manage how subcomponents are attached to this component.

  • Cinematic events are managed through delegates (OnCinematicStart, OnCinematicEnd, OnCinematicTriggered).

  • The component handles memory management by using weak pointers for player controller, pawn, and item actor references.

22 May 2026