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Enumerations

This section describes all enumerations used throughout the PloxTools: Third Person Camera plugin.

Enumerations define fixed sets of values used to configure camera behavior, select runtime modes, and describe system state across the plugin. They are used consistently in both Blueprint and C++ workflows.

Each enumeration is documented with its possible values and a clear description of its purpose and usage context.


Camera Control

ECameraResetMode

Defines how the camera should reset when ResetCameraRotation is used.

This enumeration controls whether the camera returns behind the character or back to its initial setup rotation.

Value Description
Behind Character Resets the camera to align behind the character's facing direction.
Initial Rotation Resets the camera back to its initial rotation.

ECameraRotationOverrideMode

Defines how player input interacts with a system-driven camera rotation.

This enumeration is used when the camera is rotating toward a target through SetCameraRotation.

Value Description
Ignore Input Camera rotation is fully controlled by the system. Player input is ignored during the rotation.
Blend With Input Camera rotates toward the target while still allowing player input to influence the result.
Cancel On Input Camera rotates toward the target, but any player input immediately cancels the rotation.

ECameraRotationTargetSpace

Defines how the target rotation passed to SetCameraRotation is interpreted.

This enumeration controls whether the rotation is applied as an absolute value or relative to another reference.

Value Description
World Target rotation is interpreted as an absolute world rotation.
Actor Relative Target rotation is applied relative to the owning actor's rotation. Useful for positioning the camera around the character (for example, side view).
Camera Relative Target rotation is applied as an offset from the current camera rotation. Useful for incremental rotations such as quick turns or small adjustments.

Focus

EFocusTargetType

Defines what kind of target the Focus system is currently using.

This enumeration is used internally and in event data to describe whether focus is pointing to an Actor, Component, Socket, or world-space location.

Value Description
None No focus target is active.
Actor Focus is set to an Actor.
Component Focus is set to a specific Scene Component.
Socket Focus is set to a socket on an Actor.
Location Focus is set to a world location.

EFocusLostReason

Represents the reason why the current focus session ended.

This enumeration is used by focus events and callbacks to describe how or why focus was cleared.

Value Description
Manual Focus was cleared manually through ClearFocus.
Distance Focus was cleared because the target exceeded the allowed distance.
Visibility Focus was cleared because the target remained invisible for too long.
Invalid Focus was cleared because the target became invalid, for example when an Actor or Component was destroyed.
Interrupted Focus was replaced by a new focus target without passing through an inactive state.

EFocusMode

Defines how the camera behaves while focus is active.

This enumeration controls whether the camera is fully locked to the target or whether the player is still allowed to influence the view.

Value Description
Hard Lock Camera rotation is fully locked to the focus target with no player influence.
Soft Lock Camera is guided toward the focus target while still allowing player input.

Spline

EThirdPersonCameraSplineMode

Defines how the camera moves along a spline.

This enumeration controls whether spline playback is driven by time or by the character's projected position along the spline.

Value Description
Timed Camera moves along the spline using time-based playback independent of the character.
Tethered Camera position is driven by the character location projected onto the spline.

EThirdPersonCameraSplineTetherType

Defines how tethered spline movement behaves relative to the character.

This enumeration is only relevant when spline mode is set to Tethered.

Value Description
Default Camera follows the character projection on the spline without additional constraints.
Keep Minimum Distance Behind Keeps the camera at least a minimum distance behind the character along the spline.
Keep Minimum Distance Ahead Keeps the camera at least a minimum distance ahead of the character along the spline.
Keep Minimum Distance Auto Automatically keeps the camera at least a minimum distance on the side where it starts relative to the character along the spline.