Given an editor viewport, ie.
GEditor->GetActiveViewport()
How can I access the current camera associated with it, to be able to get information like current camera world position.
Thanks!
Given an editor viewport, ie.
GEditor->GetActiveViewport()
How can I access the current camera associated with it, to be able to get information like current camera world position.
Thanks!
Nevermind, got it!
FEditorLevelViewportClient* client = (FEditorLevelViewportClient*)GEditor->GetActiveViewport()->GetClient();
ex...
client->ViewLocation
Do you know if it is possible to get the editor camera location using blueprint?
In 4.17:
auto Client = static_cast(GEditor->GetActiveViewport()->GetClient());
if (Client)
{
FVector CameraPosition = Client->GetViewLocation();
}
doesnt work for me
in 4.19 i do it like this
auto client = (FLevelEditorViewportClient*)GEditor->GetActiveViewport()->GetClient();
if (client != nullptr) {
UE_LOG(LogTemp, Display, TEXT("Camera Location: %s "), *client->GetViewLocation().ToString());
}
This is a horribly late reply but have a look at the Get Set Editor Camera plugin: