UAutomatedLevelSequenceCapture

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UMovieSceneCapture

UAutomatedLevelSequenceCapture

References

Module

MovieSceneTools

Header

/Engine/Source/Editor/MovieSceneTools/Public/AutomatedLevelSequenceCapture.h

Include

#include "AutomatedLevelSequenceCapture.h"

Syntax

class UAutomatedLevelSequenceCapture : public UMovieSceneCapture

Variables

Name Description

Public variable

ULevelSequenceB...

 

BurnInOptions

Public variable

bool

 

bUseCustomEndFrame

When enabled, the EndFrame setting will override the default ending frame number

Public variable

bool

 

bUseCustomStartFrame

When enabled, the StartFrame setting will override the default starting frame number

Public variable

bool

 

bWriteEditDecisionList

Whether to write edit decision lists (EDLs) if the sequence contains shots

Public variable

bool

 

bWriteFinalCutProXML

Whether to write Final Cut Pro XML files (XMLs) if the sequence contains shots

Public variable

FFrameNumber

 

CustomEndFrame

Frame number to end capturing.

Public variable

FFrameNumber

 

CustomStartFrame

Frame number to start capturing.

Public variable

float

 

DelayBeforeShotWarmUp

The number of seconds to wait (in real-time) at shot boundaries.

Public variable

float

 

DelayBeforeWarmUp

The number of seconds to wait (in real-time) before we start playing back the warm up frames.

Public variable

float

 

DelayEveryFrame

The number of seconds to wait (in real-time) at every frame.

Public variable

FSoftObjectPath

 

LevelSequenceAsset

A level sequence asset to playback at runtime - used where the level sequence does not already exist in the world.

Public variable

FString

 

ShotName

Optional shot name to render. The frame range to render will be set to the shot frame range.

Public variable

int32

 

WarmUpFrameCount

The number of extra frames to play before the sequence's start frame, to "warm up" the animation.

Constructors

Name Description

Public function

UAutomatedLevelSequenceCapture

(
    const FObjectInitializer&
)

Functions

Name Description

Public function

void

 

SetFrameOverrides

(
    FFrameNumber InStartFrame,
    FFrameNumber InEndFrame
)

Override the render frames with the given start/end frames. Restore the values when done rendering.

Overridden from UMovieSceneCapture

Name Description

Protected function Virtual Const

void

 

AddFormatMappings

(
    TMap< FString, FStringFormatArg >&...,
    const FFrameMetrics& FrameMetrics
)

Add additional format mappings to be used when generating filenames

Protected function Virtual

void

 

DeserializeAdditionalJson

(
    const FJsonObject& Object
)

Custom, additional json deserialization

Public function Virtual

void

 

LoadFromConfig()

Load save from config helpers

Public function Virtual

void

 

SaveToConfig()

Protected function Virtual

void

 

SerializeAdditionalJson

(
    FJsonObject& Object
)

Custom, additional json serialization

Overridden from IMovieSceneCaptureInterface

Name Description

Public function Virtual

void

 

Close()

Shut down this movie capture

Public function Virtual

void

 

Initialize

(
    TSharedPtr< FSceneViewport > Viewpo...,
    int32 PIEInstance
)

Initialize this capture object by binding it to the specified viewport

Overridden from ICaptureProtocolHost

Name Description

Public function Virtual Const

double

 

GetEstimatedCaptureDurationSeconds()

Ask the host to inform us of how long the capture duration is expected to be.

Enums

Name

Description

Private enum

ELevelSequenceCaptureState

Which state we're in right now

Constants

Name

Description

AutomatedLevelSequenceCaptureUIName

This name is used by the UI to save/load a specific instance of the settings from config that doesn't affect the CDO which would affect scripting environments.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss