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SKGOpticSceneCaptureComponent

Sneaky Kitty edited this page Jan 10, 2026 · 2 revisions

The SKGOpticSceneCaptureComponent is a simple replacement for the built in SceneCaptureComponent that comes with Unreal Engine and it ties in directly with the SKGOpticComponent. This component has no configuration as SKGOpticComponent handles the configuration and holds the settings. This component does have a series of functions you can call individually, however it is recommended you call these through the SKGOpticComponent instead

Functions

Note - This component is intended to be used through the SKGOpticComponent

Tick Category

StartCapture - StopCapture

These functions start and stop the capture (of capturing the scene and drawing to the render target) of the scene capture component.

Zoom Category

Zoom

This function will zoom the scene capture to the target magnification. How it will get to the target magnification depends on the settings from the SKGOpticComponent. C++ users can setup their own settings manually by calling the Initialize function and passing in the given parameters.

Zero Category

PointOfImpactUpDownDefault - PointOfImpactLeftRightDefault

These functions will reset your elevation/windage back to your zero. For example if you changed your clicks on elevation or windage, it will reset them back to zero.

PointOfImpactUp/Down/Left/Right

These functions are intended to be called from the SKGOpticComponent. These functions will adjust your elevation and windage based on the rotation amount.

ApplyLookAtRotationZero

This function is intended to be called from the SKGFirearmComponents ZeroOpticsForZeroAtLocation function. This function is for optics with the SKGOpticSceneCaptureComponent. It is meant to be utilized alongside the SKGProjectileWorldSubsystem function GetProjectileZeroAtLocation which will get the rotation value for you. The SKGFirearmComponent has a function ZeroOpticsForZeroAtLocation which automates this process for all the optics on the firearm.

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