className: EActorSequenceObjectReferenceType

module: ActorSequence

code: enum EActorSequenceObjectReferenceType { ContextActor, ExternalActor, Component, }


description: Generates a new reference to an object within a given context.

code: static [FActorSequenceObjectReference](API\Plugins\ActorSequence\FActorSequenceObjectReference) CreateForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * ResolutionContext )


code: static [FActorSequenceObjectReference](API\Plugins\ActorSequence\FActorSequenceObjectReference) CreateForComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Generates a new reference to the root actor.


description: Check whether this object reference is valid or not

code: bool IsValid() const


description:
Resolve this reference from the specified source actor
The object

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * Resolve ( [AActor](API\Runtime\Engine\GameFramework\AActor) * SourceActor ) const


description: Default construction to a null reference

code: FActorSequenceObjectReference()


className: FActorSequenceObjectReference

description: An external reference to an level sequence object, resolvable through an arbitrary context.


description: Create a binding for the specified ID

code: void CreateBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, const [FActorSequenceObjectReference](API\Plugins\ActorSequence\FActorSequenceObjectReference) & ObjectReference )


description:
Check whether this map has a binding for the specified object id
true if this map contains a binding for the id, false otherwise

code: bool HasBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId ) const


description: Resolve a binding for the specified ID using a given context

code: void ResolveBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const


description: Remove a binding for the specified ID

code: void RemoveBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId )


className: FActorSequenceObjectReferenceMap


className: FActorSequenceObjectReferences

Array

type: TArray<FActorS...


description: UnbindPossessableObjects

code: virtual void BindPossessableObject ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) & PossessedObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description:
Check whether the given object can be possessed by this animation.
true if the object can be possessed, false otherwise.

code: virtual bool CanPossessObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InPlaybackContext ) const


description: Called to retrieve or construct a director instance to be used for the specified player

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateDirectorInstance ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID )


className: FOnInitialize

description: Event that is fired to initialize default state for a sequence

code: class FOnInitialize : public TBaseMulticastDelegate_OneParam< void, UActorSequence * >


description: Get the display name for this movie sequence

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description:
The returned movie scene represents the root movie scene. It may contain additional child movie scenes.
The movie scene.

code: virtual [UMovieScene](API\Runtime\MovieScene\UMovieScene) * GetMovieScene() const


code: [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetParentBlueprint() const


description:
Get the logical parent object for the supplied object (not necessarily its outer).
The parent object, or nullptr if the object has no logical parent.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetParentObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Sequences can determine whether they support a particular track type

code: virtual ETrackSupport IsTrackSupported ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > InTrackClass ) const


description: Locate all the objects that correspond to the specified object ID, using the specified context

code: virtual void LocateBoundObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const


description: Unbinds specific objects from the provided GUID that do not resolve

code: virtual void UnbindInvalidObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description: Unbinds specific objects from the provided GUID

code: virtual void UnbindObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description: BindPossessableObject

code: virtual void UnbindPossessableObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId )


className: UActorSequence

description: Movie scene animation embedded within an actor.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental, DefaultToInstanced) class UActorSequence : public [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence)


code: UActorSequence ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: [UActorSequence](API\Plugins\ActorSequence\UActorSequence) * GetSequence() const


code: [UActorSequencePlayer](API\Plugins\ActorSequence\UActorSequencePlayer) * GetSequencePlayer() const


description: Calls the Pause function on the SequencePlayer if its valid.


description: Calls the Play function on the SequencePlayer if its valid.


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Calls the Stop function on the SequencePlayer if its valid.


code: UActorSequenceComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Access the event contexts for this movie scene player

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetEventContexts() const


className: UActorSequenceComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Experimental, ClassGroup=Sequence, HideCategories=(Collision, Cooking, Activation), Meta=(BlueprintSpawnableComponent)) class UActorSequenceComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

PlaybackSettings

type: FMovieSceneSequ...

Sequence

type: TObjectPtr<UAc...

description: Embedded actor sequence data


description: Access the playback context for this movie scene player

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetPlaybackContext() const


className: UActorSequencePlayer

description: UActorSequencePlayeris used to actually "play" an actor sequence asset at runtime.