TMovieSceneSerializer

A class to asynchronously read and write to serialized frame debugger data files

Windows
MacOS
Linux

References

Module

SerializedRecorderInterface

Header

/Engine/Source/Editor/SerializedRecorderInterface/Public/Serializers/MovieSceneSectionSerialization.h

Include

#include "Serializers/MovieSceneSectionSerialization.h"

Syntax

template<typename HeaderData, typename FrameData>
class TMovieSceneSerializer

Remarks

A class to asynchronously read and write to serialized frame debugger data files

Variables

Name Description

Public variable

int

 

FramesWritten

How many frames have been written

Public variable

TArray< TMovieS...

 

ResultData

Data from a read.

Constructors

Name Description

Public function

TMovieSceneSerializer()

Functions

Name Description

Public function

void

 

Close()

Close the serializer, flushes any commands and shuts down threads

Public function

bool

 

DoesFileExist

(
    const FString& InFileName
)

Get whether file exists

Public function Const

FString

 

GetBuildDate

(
    int32 InSessionIndex
)

Get the build date for the capture.

Public function Const

int32

 

GetBuildVersion

(
    int32 InSessionIndex
)

Get the engine version the file was captured with.

Public function

void

 

GetDataRanges

(
    TFunction< void, uint64)> In...
)

Query the range of data in the file. Completion callback will be called on the game thread.

Public function Const

FString

 

GetDeviceName

(
    int32 InSessionIndex
)

Get the name of the device the file was captured on.

Public function Const

FString

 

GetInstanceName

(
    int32 InSessionIndex
)

Get the name of the engine instance the file was captured on.

Public function

FString

 

GetLocalCaptureDir()

Get the local capture directory

Public function

int32

 

GetNumSessions()

Get the number of sessions that were captured to this file

Public function Const

FString

 

GetPlatformName

(
    int32 InSessionIndex
)

Get the name of the platform the file was captured on.

Public function Const

FGuid

 

GetSessionId

(
    int32 InSessionIndex
)

Get the engine version the file was captured with.

Public function Const

bool

 

IsOpen()

Check whether this serializer is currently open

Public function

bool

 

OpenForRead

(
    const FString& InFileName,
    HeaderData& OutHeader,
    FText& OutFailReason
)

Open the serializer for reading

Public function

bool

 

OpenForWrite

(
    const FString& InFilename,
    HeaderData& Header,
    FText& OutFailReason
)

Open the serializer for writing

Public function

void

 

ReadFramesAtFrameRange

(
    uint64 InStartFrameId,
    uint64 InEndFrameId,
    TFunction< void()> InCompletionCall...
)

Read a frame range. Completion callback will be called on the game thread.

Public function

SERIALIZEDRE...

 

Runnable()

Public function

SERIALIZEDRE...

 

Runnable()

Public function

SERIALIZEDRE...

 

Runnable()

Public function

SERIALIZEDRE...

 

Runnable()

Public function

SERIALIZEDRE...

 

Runnable()

Public function

SERIALIZEDRE...

 

Runnable()

Public function

SERIALIZEDRE...

 

Runnable()

Public function

SERIALIZEDRE...

 

Runnable()

Public function

SERIALIZEDRE...

 

Runnable()

== Template Statics Defined

Public function

SERIALIZEDRE...

 

Runnable()

Public function

void

 

SetLocalCaptureDir

(
    const FString& PathIn
)

Set the local capture directory

Public function

SERIALIZEDRE...

 

Thread()

Public function

SERIALIZEDRE...

 

Thread()

Public function

SERIALIZEDRE...

 

Thread()

Public function

SERIALIZEDRE...

 

Thread()

Public function

SERIALIZEDRE...

 

Thread()

Public function

SERIALIZEDRE...

 

Thread()

Public function

SERIALIZEDRE...

 

Thread()

Public function

SERIALIZEDRE...

 

Thread()

Public function

SERIALIZEDRE...

 

Thread()

Public function

SERIALIZEDRE...

 

Thread()

Public function

void

 

WriteFrameData

(
    uint64 InFrameId,
    const FrameData& InFrame
)

Write one frame data out to disk

Public function

void

 

WriteFrameData

(
    uint64 InFrameId,
    const TArray< FrameData >& InFrame...
)

Write array of frame data out to disk

Constants

Name

Description

Runnable

Runnable that the thread runs

Thread

Thread we run on

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