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 |
|---|---|
| BehindCharacter | Resets the camera to align behind the character's facing direction. |
| InitialRotation | 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 |
|---|---|
| IgnoreInput | Camera rotation is fully controlled by the system. Player input is ignored during the rotation. |
| BlendWithInput | Camera rotates toward the target while still allowing player input to influence the result. |
| CancelOnInput | Camera rotates toward the target, but any player input immediately cancels the rotation. |
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 |
|---|---|
| HardLock | Camera rotation is fully locked to the focus target with no player influence. |
| SoftLock | 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. |
| KeepMinimumDistanceBehind | Ensures the camera stays at least a minimum distance behind the character along the spline. |
| KeepMinimumDistanceAhead | Ensures the camera stays at least a minimum distance ahead of the character along the spline. |