className
stringlengths
1
167
headerPath
stringlengths
14
166
description
stringlengths
0
1.62k
module
stringlengths
0
76
code
stringlengths
0
11.4k
variables
listlengths
0
395
FActorRecordingSettings::FActorRecordingSettings
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecordingSettings.h
SequenceRecorder
FActorRecordingSettings ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter )
[]
FActorRecordingSettings
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecordingSettings.h
SequenceRecorder
struct FActorRecordingSettings
[]
FAnimationRecorder::AddReferencedObjects
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
FGCObjectinterface start.
SequenceRecorder
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
DefaultSampleRate
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
static float DefaultSampleRate;
[]
FAnimationRecorder::GetAnimationObject
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
[UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetAnimationObject() const
[]
FAnimationRecorder::GetBoneTransforms
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Helper function to get space bases depending on leader pose component
SequenceRecorder
static void GetBoneTransforms ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & BoneTransforms )
[]
FAnimationRecorder::GetInitialRootTransform
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
const FTransform & GetInitialRootTransform() const
[]
FAnimationRecorder::GetTimeRecorded
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
double GetTimeRecorded() const
[]
FAnimationRecorder::GetReferencerName
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Overload this method to report a name for your referencer
SequenceRecorder
virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const
[]
FAnimationRecorder::InRecording
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
bool InRecording() const
[]
FAnimationRecorder::ProcessRecordedTimes
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void ProcessRecordedTimes ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FString](API\Runtime\Core\Containers\FString) & HoursName, const [FString](API\Runtime\Core\Containers\FS...
[]
FAnimationRecorder::SetAnimCompressionScheme
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
bool SetAnimCompressionScheme ( [UAnimBoneCompressionSettings](API\Runtime\Engine\Animation\UAnimBoneCompressionSettings) * Settings )
[]
FAnimationRecorder::SetSampleRateAndLength
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Sets a new sample rate & max length for this recorder. Don't call while recording.
SequenceRecorder
void SetSampleRateAndLength ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) SampleFrameRate, float LengthInSeconds )
[]
FAnimationRecorder::StartRecord
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void StartRecord ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimationObject )
[]
FAnimationRecorder::StopRecord
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
[UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * StopRecord ( bool bShowMessage )
[]
FAnimationRecorder::TriggerRecordAnimation
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Starts recording an animation. Prompts for asset path and name via dialog if none provided
SequenceRecorder
bool TriggerRecordAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )
[]
FAnimationRecorder::TriggerRecordAnimation
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Starts recording an animation. Prompts for asset path and name via dialog if none provided
SequenceRecorder
bool TriggerRecordAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & AssetName )
[]
UnBoundedFrameCount
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Frame count used to signal an unbounded animation
SequenceRecorder
static const int32 UnBoundedFrameCount = -1;
[]
FAnimationRecorder::FAnimationRecorder
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
FAnimationRecorder()
[]
FAnimationRecorder::~FAnimationRecorder
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
~FAnimationRecorder()
[]
FAnimationRecorder
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Records the mesh pose to animation input
SequenceRecorder
struct FAnimationRecorder : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)
[ { "type": "FAnimationSeria...", "name": "AnimationSerializer", "description": "Serializer, if set we also store data out incrementally while running" }, { "type": "uint8: 1", "name": "bAutoSaveAsset", "description": "If true, asset will be saved to disk after recording." }, { "t...
FAnimationRecorderManager::GetCurrentlyRecordingSequence
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
[UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetCurrentlyRecordingSequence ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )
[]
FAnimationRecorderManager::Get
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Singleton accessor
SequenceRecorder
static [FAnimationRecorderManager](API\Editor\SequenceRecorder\FAnimationRecorderManager) & Get()
[]
FAnimationRecorderManager::GetCurrentRecordingTime
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
float GetCurrentRecordingTime ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )
[]
FAnimationRecorderManager::GetInitialRootTransform
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
const FTransform & GetInitialRootTransform ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component ) const
[]
FAnimationRecorderManager::IsRecording
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
bool IsRecording()
[]
FAnimationRecorder::UpdateRecord
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void UpdateRecord ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, float DeltaTime )
[]
FAnimationRecorderManager::IsRecording
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
bool IsRecording ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )
[]
FAnimationRecorderManager::RecordAnimation
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
bool RecordAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Sequence, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimationRecordingSettings) & Settings )
[]
FAnimationRecorderManager::RecordAnimation
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
bool RecordAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Sequence, FAnimationSerializer * InAnimationSerializer, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimationRecordingSet...
[]
FAnimationRecorderManager::RecordAnimation
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Starts recording an animation.
SequenceRecorder
bool RecordAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & AssetName, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimati...
[]
FAnimationRecorderManager::StopRecordingAllAnimations
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void StopRecordingAllAnimations()
[]
FAnimationRecorderManager::StopRecordingAnimation
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void StopRecordingAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, bool bShowMessage )
[]
FAnimationRecorderManager::StopRecordingDeadAnimations
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void StopRecordingDeadAnimations ( bool bShowMessage )
[]
FAnimationRecorderManager::Tick
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void Tick ( float DeltaTime )
[]
FAnimationRecorderManager::Tick
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void Tick ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, float DeltaTime )
[]
FAnimationRecorderManager::~FAnimationRecorderManager
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Destructor
SequenceRecorder
virtual ~FAnimationRecorderManager()
[]
FAnimationRecorderManager
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
No constructors are accessible with public or protected access.
SequenceRecorder
struct FAnimationRecorderManager
[]
FAnimRecorderInstance::BeginRecording
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
bool BeginRecording()
[]
FAnimRecorderInstance::FinishRecording
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void FinishRecording ( bool bShowMessage )
[]
FAnimRecorderInstance::Init
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void Init ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, const [FString](API\Runtime\Core\Containers\FString) & InAssetPath, const [FString](API\Runtime\Core\Containers\FString) & InAssetName, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimationRec...
[]
FAnimRecorderInstance::Init
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void Init ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence, FAnimationSerializer * InAnimationSerializer, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimationRecordingSettings) ...
[]
FAnimRecorderInstance::ProcessRecordedTimes
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void ProcessRecordedTimes ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FString](API\Runtime\Core\Containers\FString) & HoursName, const [FString](API\Runtime\Core\Containers\FS...
[]
FAnimRecorderInstance::FAnimRecorderInstance
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
FAnimRecorderInstance()
[]
FAnimRecorderInstance::Update
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
void Update ( float DeltaTime )
[]
FAnimRecorderInstance::~FAnimRecorderInstance
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
~FAnimRecorderInstance()
[]
FAnimRecorderInstance
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
struct FAnimRecorderInstance
[ { "type": "FString", "name": "AssetName", "description": "" }, { "type": "FString", "name": "AssetPath", "description": "" }, { "type": "bool", "name": "bCachedEnableUpdateRateOptimizations", "description": "Used to store/restore URO when recording" }, { "type": "...
FMovieScenePropertyRecorder::Create
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
virtual void Create ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, float InTime )
[]
FMovieScenePropertyRecorder::Finalize
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
virtual void Finalize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, float InCurrentTime )
[]
FMovieScenePropertyRecorder::Record
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
virtual void Record ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, float InCurrentTime )
[]
FMovieScenePropertyRecorder::FMovieScenePropertyRecorder
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
FMovieScenePropertyRecorder ( const [FTrackInstancePropertyBindings](API\Runtime\MovieScene\FTrackInstancePropertyBindings) & InBinding )
[]
FMovieScenePropertyRecorder::~FMovieScenePropertyRecorder
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
virtual ~FMovieScenePropertyRecorder()
[]
FMovieScenePropertyRecorder
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
Recorder for a simple property of type PropertyType
SequenceRecorder
template<typename PropertyType> class FMovieScenePropertyRecorder : public [IMovieScenePropertyRecorder](API\Editor\SequenceRecorder\IMovieScenePropertyRecorder)
[]
FMovieScenePropertyRecorderEnum::Create
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
virtual void Create ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, float InTime )
[]
FMovieScenePropertyRecorderEnum::Record
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
virtual void Record ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, float InCurrentTime )
[]
FMovieScenePropertyRecorderEnum::Finalize
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
virtual void Finalize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, float InCurrentTime )
[]
FMovieScenePropertyRecorderEnum::FMovieScenePropertyRecorderEnum
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
FMovieScenePropertyRecorderEnum ( const [FTrackInstancePropertyBindings](API\Runtime\MovieScene\FTrackInstancePropertyBindings) & InBinding )
[]
FMovieScenePropertyRecorderEnum
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
Recorder for a simple property of type enum
SequenceRecorder
class FMovieScenePropertyRecorderEnum : public [IMovieScenePropertyRecorder](API\Editor\SequenceRecorder\IMovieScenePropertyRecorder)
[]
FMovieScenePropertyRecorderEnum::~FMovieScenePropertyRecorderEnum
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
virtual ~FMovieScenePropertyRecorderEnum()
[]
FPropertiesToRecordForActorClass::FPropertiesToRecordForActorClass
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderSettings.h
SequenceRecorder
FPropertiesToRecordForActorClass()
[]
FPropertiesToRecordForActorClass::FPropertiesToRecordForActorClass
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderSettings.h
SequenceRecorder
FPropertiesToRecordForActorClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InClass )
[]
FPropertiesToRecordForClass::FPropertiesToRecordForClass
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderSettings.h
SequenceRecorder
FPropertiesToRecordForClass()
[]
FPropertiesToRecordForActorClass
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderSettings.h
SequenceRecorder
struct FPropertiesToRecordForActorClass
[ { "type": "TSubclassOf<AA...", "name": "Class", "description": "The class of the actor we can record" }, { "type": "TArray<FName>", "name": "Properties", "description": "List of properties we want to record for this class" } ]
FPropertiesToRecordForClass::FPropertiesToRecordForClass
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderSettings.h
SequenceRecorder
FPropertiesToRecordForClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InClass )
[]
FPropertiesToRecordForClass
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderSettings.h
SequenceRecorder
struct FPropertiesToRecordForClass
[ { "type": "TSubclassOf<UA...", "name": "Class", "description": "The class of the object we can record" }, { "type": "TArray<FName>", "name": "Properties", "description": "List of properties we want to record for this class" } ]
FSequenceAudioRecorderSettings::FSequenceAudioRecorderSettings
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceAudioRecorder.h
SequenceRecorder
FSequenceAudioRecorderSettings()
[]
FSequenceAudioRecorderSettings
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceAudioRecorder.h
Sequencer version of the audio recording settings.
SequenceRecorder
struct FSequenceAudioRecorderSettings
[ { "type": "FString", "name": "AssetName", "description": "Name of the asset." }, { "type": "bool", "name": "bSplitChannels", "description": "Whether or not to split input channels into separate assets." }, { "type": "FDirectoryPath", "name": "Directory", "description": "D...
FSequenceRecorderActorFilter
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderActorFilter.h
SequenceRecorder
struct FSequenceRecorderActorFilter
[ { "type": "TArray<TSubcla...", "name": "ActorClassesToRecord", "description": "Actor classes to accept for recording" } ]
FTakeInfo::FTakeInfo
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderUtils.h
SequenceRecorder
FTakeInfo ( const [FString](API\Runtime\Core\Containers\FString) & InActorLabel, uint32 InTakeNumber, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InTargetLevelSequence )
[]
FTakeInfo
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderUtils.h
SequenceRecorder
struct FTakeInfo
[ { "type": "FString", "name": "ActorLabel", "description": "" }, { "type": "uint32", "name": "TakeNumber", "description": "" }, { "type": "ULevelSequence...", "name": "TargetLevelSequence", "description": "" } ]
FTimecodeBoneMethod::FTimecodeBoneMethod
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
Default constructor, initializing with default values
SequenceRecorder
FTimecodeBoneMethod()
[]
IMovieScenePropertyRecorder::Create
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
void Create ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, float InTime )
[]
FTimecodeBoneMethod
/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
SequenceRecorder
struct FTimecodeBoneMethod
[ { "type": "ETimecodeBoneMo...", "name": "BoneMode", "description": "The timecode bone mode" }, { "type": "FName", "name": "BoneName", "description": "Name of the bone to assign timecode values to" } ]
IMovieScenePropertyRecorder::Finalize
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
void Finalize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, float InCurrentTime )
[]
IMovieScenePropertyRecorder::Record
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
void Record ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, float InCurrentTime )
[]
FSettingsForActorClass
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderSettings.h
SequenceRecorder
struct FSettingsForActorClass
[ { "type": "bool", "name": "bRecordToPossessable", "description": "Whether to record to 'possessable' (i.e. level-owned) or 'spawnable' (i.e. sequence-owned) actors." }, { "type": "TSubclassOf<AA...", "name": "Class", "description": "The class of the actor we want to record" } ]
IMovieScenePropertyRecorder::~IMovieScenePropertyRecorder
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
SequenceRecorder
virtual ~IMovieScenePropertyRecorder()
[]
IMovieScenePropertyRecorder
/Engine/Source/Editor/SequenceRecorder/Public/MovieScenePropertyRecorder.h
Interface for a generic property recorder
SequenceRecorder
class IMovieScenePropertyRecorder
[]
IMovieSceneSectionRecorder::CreateSection
/Engine/Source/Editor/SequenceRecorder/Public/IMovieSceneSectionRecorder.h
Start recording a section. Should create the section and setup anything needed for recording here.
SequenceRecorder
void CreateSection ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, float InTime )
[]
IMovieSceneSectionRecorder::FinalizeSection
/Engine/Source/Editor/SequenceRecorder/Public/IMovieSceneSectionRecorder.h
Called when recording finishes and the section will no longer be recorded into.
SequenceRecorder
void FinalizeSection ( float InCurrentTime )
[]
IMovieSceneSectionRecorder::GetSourceObject
/Engine/Source/Editor/SequenceRecorder/Public/IMovieSceneSectionRecorder.h
Retrieve the source object that this section recorder is recording changes to the source object, or nullptr if it's no longer valid
SequenceRecorder
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetSourceObject() const
[]
IMovieSceneSectionRecorder::InvalidateObjectToRecord
/Engine/Source/Editor/SequenceRecorder/Public/IMovieSceneSectionRecorder.h
Added to deal with actor pooling implementations. Usually a recorder would track a weak ptr to the object to record and no longer record if the object became invalid. This function allows pooling implementations that do not necessarily destroy objects to deal with stopping recording correctly. Usually it is enough to i...
SequenceRecorder
void InvalidateObjectToRecord()
[]
IMovieSceneSectionRecorder::Record
/Engine/Source/Editor/SequenceRecorder/Public/IMovieSceneSectionRecorder.h
Called each frame to record into the section.
SequenceRecorder
void Record ( float InCurrentTime )
[]
IMovieSceneSectionRecorder
/Engine/Source/Editor/SequenceRecorder/Public/IMovieSceneSectionRecorder.h
A recorder class used to create and populate individual sections in level sequences
SequenceRecorder
class IMovieSceneSectionRecorder
[]
IMovieSceneSectionRecorderFactory::CanRecordObject
/Engine/Source/Editor/SequenceRecorder/Public/IMovieSceneSectionRecorderFactory.h
Check whether an object can be recorded by this section recorder. If so then the actor recorder will callCreateSectionRecorder()to acquire a new instance to use in recording. true if the object can be recorded by this recorder
SequenceRecorder
bool CanRecordObject ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord ) const
[]
IMovieSceneSectionRecorderFactory::CreateSectionRecorder
/Engine/Source/Editor/SequenceRecorder/Public/IMovieSceneSectionRecorderFactory.h
Create a section recorder from this factory. a new property recorder, or nullptr if no recorder needs to be created given the settings
SequenceRecorder
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IMovieSceneSectionRecorder](API\Editor\SequenceRecorder\IMovieSceneSectionRecorder) > CreateSectionRecorder ( const struct [FActorRecordingSettings](API\Editor\SequenceRecorder\FActorRecordingSettings) & InActorRecordingSettings ) const
[]
IMovieSceneSectionRecorderFactory::CreateSettingsObject
/Engine/Source/Editor/SequenceRecorder/Public/IMovieSceneSectionRecorderFactory.h
Create a per-recording settings object. You can access this object at record time using FActorRecordingSettings::Settings an object used for user settings for this recorder
SequenceRecorder
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateSettingsObject ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter ) const
[]
IMovieSceneSectionRecorderFactory
/Engine/Source/Editor/SequenceRecorder/Public/IMovieSceneSectionRecorderFactory.h
Factory class interface that allows the recorder to determine what recorders to apply to actors/components/objects it is presented with.
SequenceRecorder
class IMovieSceneSectionRecorderFactory : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)
[]
ISequenceAudioRecorder::Start
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceAudioRecorder.h
Start recording audio data
SequenceRecorder
void Start ( const [FSequenceAudioRecorderSettings](API\Editor\SequenceRecorder\FSequenceAudioRecorderSettings) & Settings )
[]
ISequenceAudioRecorder::Stop
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceAudioRecorder.h
Stop recording audio data
SequenceRecorder
void Stop ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundWave](API\Runtime\Engine\Sound\USoundWave) * > & OutSoundWaves )
[]
ISequenceAudioRecorder::~ISequenceAudioRecorder
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceAudioRecorder.h
Virtual destructor
SequenceRecorder
virtual ~ISequenceAudioRecorder()
[]
ISequenceAudioRecorder
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceAudioRecorder.h
SequenceRecorder
class ISequenceAudioRecorder
[]
ISequenceRecorder::AddRecordingGroup
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Adds a new recording group and picks a default name. Returns the new recording group and sets as the current recording group.
SequenceRecorder
[TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USequenceRecorderActorGroup](API\Editor\SequenceRecorder\USequenceRecorderActorGroup) > AddRecordingGroup()
[]
ISequenceRecorder::AddSequenceRecorderExtender
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Add an extension to the SequenceRecorder
SequenceRecorder
void AddSequenceRecorderExtender ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequenceRecorderExtender](API\Editor\SequenceRecorder\ISequenceRecorderExtender) > SequenceRecorderExternder )
[]
ISequenceRecorder::CreateAudioRecorder
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Attempt to create an audio recorder A valid ptr to an audio recorder or null
SequenceRecorder
[TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISequenceAudioRecorder](API\Editor\SequenceRecorder\ISequenceAudioRecorder) > CreateAudioRecorder() const
[]
ISequenceRecorder::DuplicateRecordingGroup
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Duplicates the current recording group if any. Returns the new recording group and sets as the current recording group.
SequenceRecorder
[TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USequenceRecorderActorGroup](API\Editor\SequenceRecorder\USequenceRecorderActorGroup) > DuplicateRecordingGroup()
[]
ISequenceRecorder::GetCurrentRecordingGroup
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Returns the current recording group (if any), otherwise returns nullptr.
SequenceRecorder
[TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USequenceRecorderActorGroup](API\Editor\SequenceRecorder\USequenceRecorderActorGroup) > GetCurrentRecordingGroup() const
[]
ISequenceRecorder::GetCurrentRecordingLength
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
How long is the currently recording sequence
SequenceRecorder
[FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) GetCurrentRecordingLength()
[]
ISequenceRecorder::GetRecordingGroupNames
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Returns a list of names for the recording groups stored in this map.
SequenceRecorder
[TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetRecordingGroupNames() const
[]
ISequenceRecorder::GetRecordingGuid
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Get the spawnable Guid in the currently recording movie scene for the specified actor. the spawnable Guid
SequenceRecorder
[FGuid](API\Runtime\Core\Misc\FGuid) GetRecordingGuid ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const
[]