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ISequenceRecorder::GetSequenceRecordingBasePath
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Get the directory that the sequence should record into.
SequenceRecorder
[FString](API\Runtime\Core\Containers\FString) GetSequenceRecordingBasePath() const
[]
ISequenceRecorder::GetSequenceRecordingName
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Get the name the of the sequence recording.
SequenceRecorder
[FString](API\Runtime\Core\Containers\FString) GetSequenceRecordingName() const
[]
ISequenceRecorder::GetTakeNumberForActor
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Get the take number of an actor that is queued to record in the current group the take number for the given actor, 0 if actor isn't queued or no group is active
SequenceRecorder
uint32 GetTakeNumberForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const
[]
ISequenceRecorder::HasAudioRecorder
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Check whether we have an audio recorder registered or not true if we have an audio recorder registered, false otherwise
SequenceRecorder
bool HasAudioRecorder() const
[]
ISequenceRecorder::IsRecording
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Are we currently recording a sequence
SequenceRecorder
bool IsRecording()
[]
ISequenceRecorder::LoadRecordingGroup
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Attempts to load a recording group from the specified name. Returns a pointer to the group if successfully loaded, otherwise nullptr.
SequenceRecorder
[TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USequenceRecorderActorGroup](API\Editor\SequenceRecorder\USequenceRecorderActorGroup) > LoadRecordingGroup ( const [FName](API\Runtime\Core\UObject\FName) Name )
[]
ISequenceRecorder::NotifyActorStartRecording
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Notify we should start recording an actor - usually used for 'actor pooling' implementations to simulate spawning. Has no effect when recording is not in progress.
SequenceRecorder
void NotifyActorStartRecording ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )
[]
ISequenceRecorder::NotifyActorStopRecording
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Notify we should stop recording an actor - usually used for 'actor pooling' implementations to simulate de-spawning. Has no effect when recording is not in progress.
SequenceRecorder
void NotifyActorStopRecording ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )
[]
ISequenceRecorder::OnRecordingFinished
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Get the sequence recorder finished delegate
SequenceRecorder
FOnRecordingFinished & OnRecordingFinished()
[]
ISequenceRecorder::OnRecordingGroupAdded
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Get the Recording Group added delegate
SequenceRecorder
FOnRecordingGroupAdded & OnRecordingGroupAdded()
[]
ISequenceRecorder::OnRecordingStarted
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Get the sequence recorder started delegate
SequenceRecorder
FOnRecordingStarted & OnRecordingStarted()
[]
ISequenceRecorder::QueueActorToRecord
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Add an actor to be recorded when the next recording pass begins
SequenceRecorder
[UActorRecording](API\Editor\SequenceRecorder\UActorRecording) * QueueActorToRecord ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToRecord )
[]
ISequenceRecorder::QueueObjectToRecord
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Add an object to be recorded when the next recording pass begins
SequenceRecorder
[USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * QueueObjectToRecord ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToRecord )
[]
ISequenceRecorder::RecordSingleNodeInstanceToAnimation
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Play the current single node instance on the PreviewComponent from time [0, GetLength()], and record to NewAsset
SequenceRecorder
bool RecordSingleNodeInstanceToAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewComponent, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * NewAsset, bool bShowMessage )
[]
ISequenceRecorder::RegisterAudioRecorder
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Register a function that will return a new audio capturer for the specified parameters A handle to be passed to UnregisterAudioRecorder to unregister the recorder
SequenceRecorder
[FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterAudioRecorder ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISequenceAudioRecorder](API\Editor\SequenceRecorder\ISequenceAudioRecorder) >()> & FactoryFunction )
[]
ISequenceRecorder::RemoveCurrentRecordingGroup
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Removes the current recording group if any. Will make GetRecordingGroup() return nullptr.
SequenceRecorder
void RemoveCurrentRecordingGroup()
[]
ISequenceRecorder::StartRecording
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Start recording the passed-in actors. true if recording was successfully started
SequenceRecorder
bool StartRecording ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const struct [FSequenceRecorderActorFilter](API\Editor\SequenceRecorder\FSequenceRecorderActorFilter) & ActorFilter )
[]
ISequenceRecorder::RemoveSequenceRecorderExtender
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Remove an extension from the SequenceRecorder
SequenceRecorder
void RemoveSequenceRecorderExtender ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequenceRecorderExtender](API\Editor\SequenceRecorder\ISequenceRecorderExtender) > SequenceRecorderExternder )
[]
ISequenceRecorder::StartRecording
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Start a recording, possibly with some delay (specified by the sequence recording settings). true if recording was successfully started
SequenceRecorder
bool StartRecording ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToRecord, const [FString](API\Runtime\Core\Containers\FString) & PathToRecordTo, const [FString](API\Runtime\Core\Containers\FString) & SequenceName )
[]
ISequenceRecorder::StartRecording
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Start a recording, possibly with some delay (specified by the sequence recording settings). true if recording was successfully started
SequenceRecorder
bool StartRecording ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [AActor](API\Runtime\Engine\GameFramework\AActor) *const > ActorsToRecord, const [FString](API\Runtime\Core\Containers\FString) & PathToRecordTo, const [FString](API\Runtime\Core\Containers\FString) & SequenceName )
[]
ISequenceRecorder::StopRecording
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Stop recording current sequence, if any
SequenceRecorder
void StopRecording()
[]
ISequenceRecorder::UnregisterAudioRecorder
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
Unregister a previously registered audio recorder factory function
SequenceRecorder
void UnregisterAudioRecorder ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisteredHandle )
[]
ISequenceRecorder
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h
SequenceRecorder
class ISequenceRecorder : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
ISequenceRecorderExtender::AddNewQueueRecording
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorderExtender.h
SequenceRecorder
[USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * AddNewQueueRecording ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SequenceRecordingObjectToRecord )
[]
ISequenceRecorderExtender::BuildQueuedRecordings
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorderExtender.h
SequenceRecorder
void BuildQueuedRecordings ( const [TArray](API\Runtime\Core\Containers\TArray)< [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * > & InQueuedRecordings )
[]
FListViewSelectionChanged
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorderExtender.h
SequenceRecorder
typedef TBaseDelegate_OneParam< void, [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * > FListViewSelectionChanged
[]
ISequenceRecorderExtender::MakeListWidget
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorderExtender.h
SequenceRecorder
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeListWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SListView](API\Editor\UnrealEd\Editor\SListView)< [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * >> & OutCreatedL...
[]
ISequenceRecorderExtender::MakeSettingDetailsView
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorderExtender.h
SequenceRecorder
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDetailsView](API\Editor\PropertyEditor\IDetailsView) > MakeSettingDetailsView()
[]
ISequenceRecorderExtender::SetListViewSelection
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorderExtender.h
SequenceRecorder
void SetListViewSelection ( [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * InSelectedBase )
[]
ISequenceRecorderExtender::~ISequenceRecorderExtender
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorderExtender.h
SequenceRecorder
virtual ~ISequenceRecorderExtender()
[]
ISequenceRecorderExtender
/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorderExtender.h
SequenceRecorder
class ISequenceRecorderExtender : public [TSharedFromThis< ISequenceRecorderExtender >](API\Runtime\Core\Templates\TSharedFromThis)
[]
SequenceRecorderUtils::DoesTakeExist
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderUtils.h
SequenceRecorder
namespace SequenceRecorderUtils { static bool SequenceRecorderUtils::DoesTakeExist ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & ActorName, const [FString](API\Runtime\Core\Containers\FString) & SessionName, uint32 TakeNumber ) }
[]
SequenceRecorderUtils::DuplicateAsset
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderUtils.h
SequenceRecorder
namespace SequenceRecorderUtils { static [UObject](API\Runtime\CoreUObject\UObject\UObject) * SequenceRecorderUtils::DuplicateAsset ( const [FString](API\Runtime\Core\Containers\FString) & BaseAssetPath, const [FString](API\Runtime\Core\Containers\FString) & BaseAssetName, [UObject](API\Runtime\CoreUObject\UObject\UObj...
[]
SequenceRecorderUtils::GetNewTakeNumber
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderUtils.h
SequenceRecorder
namespace SequenceRecorderUtils { static int32 SequenceRecorderUtils::GetNewTakeNumber ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & ActorName, const [FString](API\Runtime\Core\Containers\FString) & SessionName, uint32 TakeNumber ) }
[]
SequenceRecorderUtils::MakeNewAsset
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderUtils.h
Utility function that creates an asset with the specified asset path and name. If the asset cannot be created (as one already exists), we try to postfix the asset name until we can successfully create the asset.
SequenceRecorder
namespace SequenceRecorderUtils { template<typename AssetType> static AssetType * SequenceRecorderUtils::MakeNewAsset ( const [FString](API\Runtime\Core\Containers\FString) & BaseAssetPath, const [FString](API\Runtime\Core\Containers\FString) & BaseAssetName ) }
[]
SequenceRecorderUtils::MakeNewAssetName
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderUtils.h
SequenceRecorder
namespace SequenceRecorderUtils { static [FString](API\Runtime\Core\Containers\FString) SequenceRecorderUtils::MakeNewAssetName ( const [FString](API\Runtime\Core\Containers\FString) & BaseAssetPath, const [FString](API\Runtime\Core\Containers\FString) & BaseAssetName ) }
[]
SequenceRecorderUtils::MakeTakeName
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderUtils.h
SequenceRecorder
namespace SequenceRecorderUtils { static [FString](API\Runtime\Core\Containers\FString) SequenceRecorderUtils::MakeTakeName ( const [FString](API\Runtime\Core\Containers\FString) & ActorName, const [FString](API\Runtime\Core\Containers\FString) & SessionName, uint32 TakeNumber ) }
[]
UActorRecording::GetActiveLevelSequence
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Get the active level sequence, optionally overridden by the target level sequence
SequenceRecorder
[ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetActiveLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InLevelSequence )
[]
UActorRecording::GetActorInSequence
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Get the object binding for the actor if it exists in the level sequence either as a track with the track name or a tag with the actor label
SequenceRecorder
[FGuid](API\Runtime\Core\Misc\FGuid) GetActorInSequence ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence )
[]
UActorRecording::GetActorToRecord
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Get the actor to record. This finds the corresponding actor in the Simulation / PIE world.
SequenceRecorder
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorToRecord() const
[]
UActorRecording::GetObjectToRecord
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Get the item to record.
SequenceRecorder
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectToRecord() const
[]
UActorRecording::GetSpawnableGuid
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Get the Guid that identifies our spawnable in a recorded sequence
SequenceRecorder
const [FGuid](API\Runtime\Core\Misc\FGuid) & GetSpawnableGuid() const
[]
UActorRecording::GetTargetName
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Get target name
SequenceRecorder
[FString](API\Runtime\Core\Containers\FString) GetTargetName ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )
[]
UActorRecording::InvalidateObjectToRecord
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Simulate a de-spawned actor
SequenceRecorder
void InvalidateObjectToRecord()
[]
UActorRecording::IsActive
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Get the item to record.
SequenceRecorder
virtual bool IsActive() const
[]
UActorRecording::IsRecording
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Whether we are currently recording
SequenceRecorder
virtual bool IsRecording() const
[]
UActorRecording::IsRelevantForRecording
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Check whether it is worth recording this actor - i.e. is it going to affect the end result of the sequence
SequenceRecorder
static bool IsRelevantForRecording ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )
[]
UActorRecording::StartRecording
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
UItemRecordingBase override
SequenceRecorder
virtual bool StartRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence, float CurrentSequenceTime, const [FString](API\Runtime\Core\Containers\FString) & BaseAssetPath, const [FString](API\Runtime\Core\Containers\FString) & SessionName )
[]
UActorRecording::SetActorToRecord
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Set the actor to record
SequenceRecorder
void SetActorToRecord ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )
[]
UActorRecording::StopRecording
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Stop this recording. Has no effect if we are not currently recording. Sequence can be nullptr
SequenceRecorder
virtual bool StopRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence, float CurrentSequenceTime )
[]
UActorRecording::Tick
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
Tick this recording
SequenceRecorder
virtual void Tick ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence, float CurrentSequenceTime )
[]
UActorRecording::UActorRecording
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
SequenceRecorder
UActorRecording ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorRecording
/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h
SequenceRecorder
class UActorRecording : public [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase)
[ { "type": "FActorRecording...", "name": "ActorSettings", "description": "" }, { "type": "FAnimationRecor...", "name": "AnimationSettings", "description": "The settings to apply to this actor's animation" }, { "type": "bool", "name": "bActive", "description": "Whether this...
USequenceRecorderActorGroup::PostEditChangeChainProperty
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderActorGroup.h
This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.
SequenceRecorder
virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )
[]
USequenceRecorderActorGroup::USequenceRecorderActorGroup
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderActorGroup.h
SequenceRecorder
USequenceRecorderActorGroup()
[]
USequenceRecorderActorGroup
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderActorGroup.h
SequenceRecorder
class USequenceRecorderActorGroup : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "bool", "name": "bDuplicateTargetLevelSequence", "description": "Whether we should duplicate the target level sequence and record into the duplicate" }, { "type": "bool", "name": "bRecordTargetLevelSequenceLength", "description": "Whether we should record to the length of the t...
USequenceRecorderBlueprintLibrary
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderBlueprintLibrary.h
SequenceRecorder
class USequenceRecorderBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
USequenceRecorderSettings::PostEditChangeChainProperty
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderSettings.h
This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.
SequenceRecorder
virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )
[]
USequenceRecorderSettings::USequenceRecorderSettings
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderSettings.h
SequenceRecorder
USequenceRecorderSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USequenceRecorderSettings
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderSettings.h
SequenceRecorder
class USequenceRecorderSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FSequenceRecord...", "name": "ActorFilter", "description": "Filter to check spawned actors against to see if they should be recorded" }, { "type": "TArray<FProper...", "name": "ActorsAndPropertiesToRecord", "description": "The properties to record for specified actors." }, ...
USequenceRecordingBase::GetObjectToRecord
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecordingBase.h
Get the item to record.
SequenceRecorder
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectToRecord() const
[]
USequenceRecordingBase::IsActive
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecordingBase.h
Get the item to record.
SequenceRecorder
virtual bool IsActive() const
[]
USequenceRecordingBase::IsRecording
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecordingBase.h
Whether we are currently recording
SequenceRecorder
virtual bool IsRecording() const
[]
USequenceRecordingBase::StartRecording
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecordingBase.h
Start this queued recording. Sequence can be nullptr
SequenceRecorder
virtual bool StartRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence, float CurrentSequenceTime, const [FString](API\Runtime\Core\Containers\FString) & BaseAssetPath, const [FString](API\Runtime\Core\Containers\FString) & SessionName )
[]
USequenceRecordingBase::StopRecording
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecordingBase.h
Stop this recording. Has no effect if we are not currently recording. Sequence can be nullptr
SequenceRecorder
virtual bool StopRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence, float CurrentSequenceTime )
[]
USequenceRecordingBase::Tick
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecordingBase.h
Tick this recording
SequenceRecorder
virtual void Tick ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence, float CurrentSequenceTime )
[]
USequenceRecordingBase
/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecordingBase.h
SequenceRecorder
class USequenceRecordingBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
FAnimatedRange::GetAnimationTarget
/Engine/Source/Editor/SequencerWidgets/Public/AnimatedRange.h
Get the current animation target, or the whole view range when not animating
SequencerWidgets
const [TRange](API\Runtime\Core\Math\TRange)< double > & GetAnimationTarget() const
[]
FAnimatedRange::WrapAttribute
/Engine/Source/Editor/SequencerWidgets/Public/AnimatedRange.h
Helper function to wrap an attribute to a non-animated range with an animated one
SequencerWidgets
static [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FAnimatedRange](API\Editor\SequencerWidgets\FAnimatedRange) > WrapAttribute ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [TRange](API\Runtime\Core\Math\TRange)< double >> & InAttribute )
[]
FAnimatedRange::WrapAttribute
/Engine/Source/Editor/SequencerWidgets/Public/AnimatedRange.h
Helper function to wrap an attribute to an animated range with a non-animated one
SequencerWidgets
static [TAttribute](API\Runtime\Core\Misc\TAttribute)< [TRange](API\Runtime\Core\Math\TRange)< double > > WrapAttribute ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FAnimatedRange](API\Editor\SequencerWidgets\FAnimatedRange) > & InAttribute )
[]
FAnimatedRange::FAnimatedRange
/Engine/Source/Editor/SequencerWidgets/Public/AnimatedRange.h
Default Construction
SequencerWidgets
FAnimatedRange()
[]
FAnimatedRange::FAnimatedRange
/Engine/Source/Editor/SequencerWidgets/Public/AnimatedRange.h
Copy-construction from simple range
SequencerWidgets
FAnimatedRange ( const [TRange](API\Runtime\Core\Math\TRange)< double > & InRange )
[]
FAnimatedRange::FAnimatedRange
/Engine/Source/Editor/SequencerWidgets/Public/AnimatedRange.h
Construction from a lower and upper bound
SequencerWidgets
FAnimatedRange ( double LowerBound, double UpperBound )
[]
FAnimatedRange
/Engine/Source/Editor/SequencerWidgets/Public/AnimatedRange.h
Structure used to wrap up a range, and an optional animation target
SequencerWidgets
struct FAnimatedRange : public [TRange< double >](API\Runtime\Core\Math\TRange)
[ { "type": "TOptional<TRan...", "name": "AnimationTarget", "description": "The animation target, if animating" } ]
FPaintPlaybackRangeArgs::FPaintPlaybackRangeArgs
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
SequencerWidgets
FPaintPlaybackRangeArgs()
[]
FPaintPlaybackRangeArgs::FPaintPlaybackRangeArgs
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
SequencerWidgets
FPaintPlaybackRangeArgs ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InStartBrush, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InEndBrush, float InBrushWidth )
[]
FPaintPlaybackRangeArgs
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
SequencerWidgets
struct FPaintPlaybackRangeArgs
[ { "type": "float", "name": "BrushWidth", "description": "The width of the above brushes, in slate units" }, { "type": "constFSlateBru...", "name": "EndBrush", "description": "Brush to use for the end bound" }, { "type": "float", "name": "SolidFillOpacity", "description": ...
FPaintViewAreaArgs::FPaintViewAreaArgs
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
SequencerWidgets
FPaintViewAreaArgs()
[]
FPaintViewAreaArgs
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
SequencerWidgets
struct FPaintViewAreaArgs
[ { "type": "bool", "name": "bDisplayMarkedFrames", "description": "Whether to display the marked frames" }, { "type": "bool", "name": "bDisplayScrubPosition", "description": "Whether to display the scrub position" }, { "type": "bool", "name": "bDisplayTickLines", "descript...
FTimeRangeArgs::FTimeRangeArgs
/Engine/Source/Editor/SequencerWidgets/Public/ISequencerWidgetsModule.h
SequencerWidgets
FTimeRangeArgs ( EShowRange InShowRanges, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > InController, [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > InVisibilityDelegate, [TShar...
[]
FTimeRangeArgs::FTimeRangeArgs
/Engine/Source/Editor/SequencerWidgets/Public/ISequencerWidgetsModule.h
SequencerWidgets
FTimeRangeArgs ( EShowRange InShowRanges, EShowRange InEnableRanges, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > InController, [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > I...
[]
FTimeRangeArgs
/Engine/Source/Editor/SequencerWidgets/Public/ISequencerWidgetsModule.h
Time range construction arguments
SequencerWidgets
struct FTimeRangeArgs
[ { "type": "TSharedRef<ITi...", "name": "Controller", "description": "A time slider controller" }, { "type": "EShowRange", "name": "EnableRanges", "description": "Which ranges to enable editing on" }, { "type": "TSharedRef<INu...", "name": "NumericTypeInterface", "descript...
FTimeSliderArgs::FTimeSliderArgs
/Engine/Source/Editor/SequencerWidgets/Public/TimeSliderArgs.h
SequencerWidgets
FTimeSliderArgs()
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FTimeSliderArgs
/Engine/Source/Editor/SequencerWidgets/Public/TimeSliderArgs.h
SequencerWidgets
struct FTimeSliderArgs
[ { "type": "bool", "name": "AllowZoom", "description": "If we are allowed to zoom" }, { "type": "TAttribute< boo...", "name": "AreMarkedFramesLocked", "description": "Attribute defining whether the marked frames are locked" }, { "type": "TAttribute<FAn...", "name": "ClampRange...
ISequencerWidgetsModule::CreateTimeRange
/Engine/Source/Editor/SequencerWidgets/Public/ISequencerWidgetsModule.h
SequencerWidgets
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSlider](API\Editor\SequencerWidgets\ITimeSlider) > CreateTimeRange ( const [FTimeRangeArgs](API\Editor\SequencerWidgets\FTimeRangeArgs) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Con...
[]
ISequencerWidgetsModule::CreateTimeRangeSlider
/Engine/Source/Editor/SequencerWidgets/Public/ISequencerWidgetsModule.h
SequencerWidgets
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTimeRangeSlider ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > & InController )
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ISequencerWidgetsModule::CreateTimeSlider
/Engine/Source/Editor/SequencerWidgets/Public/ISequencerWidgetsModule.h
SequencerWidgets
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSlider](API\Editor\SequencerWidgets\ITimeSlider) > CreateTimeSlider ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > & InController, bool bMirrorLabels )
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ISequencerWidgetsModule::CreateTimeSlider
/Engine/Source/Editor/SequencerWidgets/Public/ISequencerWidgetsModule.h
SequencerWidgets
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSlider](API\Editor\SequencerWidgets\ITimeSlider) > CreateTimeSlider ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > & InController, const [TAttribute](API\Runtime\Core\Mis...
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ISequencerWidgetsModule
/Engine/Source/Editor/SequencerWidgets/Public/ISequencerWidgetsModule.h
The public interface of SequencerModule
SequencerWidgets
class ISequencerWidgetsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
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ITimeSlider::FArguments::Content
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
SequencerWidgets
NamedSlotProperty< FArguments > Content&40;&41;
[]
WidgetArgsType
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
SequencerWidgets
typedef FArguments WidgetArgsType
[]
ITimeSlider::FArguments::operator[]
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
SequencerWidgets
FArguments & operator&91;&93; &40; const TSharedRef< SWidget > & InChild &41;
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ITimeSlider::FArguments::FArguments
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
SequencerWidgets
FArguments&40;&41;
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FArguments
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
SequencerWidgets
struct FArguments : public [TSlateBaseNamedArgs< ITimeSlider >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
ITimeSliderController::GetClampRange
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
Get the current clamp range for this controller
SequencerWidgets
virtual [FAnimatedRange](API\Editor\SequencerWidgets\FAnimatedRange) GetClampRange() const
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ITimeSlider
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
Base class for a widget that scrubs time or frames
SequencerWidgets
class ITimeSlider : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
ITimeSliderController::GetDisplayRate
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
Get the current play rate for this controller
SequencerWidgets
[FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetDisplayRate() const
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ITimeSliderController::GetPlaybackStatus
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
Get the playback status for the controller, by default it is ETimeSliderPlaybackStatus::Stopped
SequencerWidgets
virtual ETimeSliderPlaybackStatus GetPlaybackStatus() const
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ITimeSliderController::GetPlayRange
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
Get the current play range for this controller
SequencerWidgets
virtual [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > GetPlayRange() const
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ITimeSliderController::GetScrubPosition
/Engine/Source/Editor/SequencerWidgets/Public/ITimeSlider.h
Get the current time for the Scrub handle which indicates what range is being evaluated.
SequencerWidgets
virtual [FFrameTime](API\Runtime\Core\Misc\FFrameTime) GetScrubPosition() const
[]