UActorRecording

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Inheritance Hierarchy

References

Module

SequenceRecorder

Header

/Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h

Include

#include "ActorRecording.h"

Syntax

class UActorRecording : public USequenceRecordingBase

Variables

Name Description

Public variable

FActorRecording...

 

ActorSettings

Public variable

FAnimationRecor...

 

AnimationSettings

The settings to apply to this actor's animation

Public variable

bool

 

bActive

Whether this actor is active and to be recorded when the 'Record' button is pressed.

Public variable

bool

 

bCreateLevelSequence

Whether to create a level sequence for this actor recording

Public variable

bool

 

bRecordToPossessable

Whether to record to 'possessable' (i.e. level-owned) or 'spawnable' (i.e. sequence-owned) actors.

Public variable

bool

 

bSpecifyTargetAnimation

Whether we should specify the target animation or auto-create it

Public variable

bool

 

bWasSpawnedPostRecord

Whether this actor recording was triggered from an actor spawn

Public variable

uint32

 

TakeNumber

Specify the take number for the new recording

Public variable

UAnimSequence &...

 

TargetAnimation

The target animation we want to record to

Public variable

ULevelSequence ...

 

TargetLevelSequence

The level sequence to record into

Public variable

FText

 

TargetName

Optional target name to record to. If not specified, the actor label will be used

Constructors

Name Description

Public function

UActorRecording

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

ULevelSequen...

 

GetActiveLevelSequence

(
    ULevelSequence* InLevelSequenc...
)

Get the active level sequence, optionally overridden by the target level sequence

Public function

FGuid

 

GetActorInSequence

(
    AActor* InActor,
    ULevelSequence* CurrentSequenc...
)

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

Public function Const

AActor *

 

GetActorToRecord()

Get the actor to record. This finds the corresponding actor in the Simulation / PIE world.

Public function Const

const FGuid ...

 

GetSpawnableGuid()

Get the Guid that identifies our spawnable in a recorded sequence

Public function

FString

 

GetTargetName

(
    AActor* InActor
)

Get target name

Public function

void

 

InvalidateObjectToRecord()

Simulate a de-spawned actor

Public function Static

bool

 

IsRelevantForRecording

(
    AActor* Actor
)

Check whether it is worth recording this actor - i.e. is it going to affect the end result of the sequence

Public function

void

 

SetActorToRecord

(
    AActor* InActor
)

Set the actor to record

Overridden from USequenceRecordingBase

Name Description

Public function Virtual Const

UObject *...

 

GetObjectToRecord()

Get the item to record.

Public function Virtual Const

bool

 

IsActive()

Get the item to record.

Public function Virtual Const

bool

 

IsRecording()

Whether we are currently recording

Public function Virtual

bool

 

StartRecording

(
    ULevelSequence* CurrentSequenc...,
    float CurrentSequenceTime,
    const FString& BaseAssetPath,
    const FString& SessionName
)

UItemRecordingBase override

Public function Virtual

bool

 

StopRecording

(
    ULevelSequence* CurrentSequenc...,
    float CurrentSequenceTime
)

Stop this recording. Has no effect if we are not currently recording. Sequence can be nullptr

Public function Virtual

void

 

Tick

(
    ULevelSequence* CurrentSequenc...,
    float CurrentSequenceTime
)

Tick this recording

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