| UObjectBase
|
Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Matinee/MatineeActor.h |
Include |
#include "Matinee/MatineeActor.h" |
class AMatineeActor : public AActor
Name | Description | ||
---|---|---|---|
|
uint32: 1 |
bClientSideOnly |
Indicates that this interpolation does not affect gameplay. |
|
uint32: 1 |
bDisableLookAtInput |
Disable LookAt Input from player during play |
|
uint32: 1 |
bDisableMovementInput |
Disable Input from player during play |
|
uint32: 1 |
bDisableRadioFilter |
If true, disables the realtime radio effect |
|
uint32: 1 |
bForceStartPos |
Lets you force the sequence to always start at ForceStartPosition |
|
uint32: 1 |
bHideHud |
Hide HUD during play |
|
uint32: 1 |
bHidePlayer |
Hide Player Pawn during play |
|
uint32: 1 |
bIsBeingEdited |
|
|
uint32: 1 |
bIsPlaying |
Properties that may change on InterpAction that we need to notify clients about, since the object's properties will not be replicated |
|
uint32: 1 |
bIsScrubbing |
Set by the editor when scrubbing data |
|
uint32: 1 |
bIsSkippable |
Lets you skip the matinee with the CANCELMATINEE exec command. |
|
uint32: 1 |
bLooping |
If sequence should pop back to beginning when finished. |
|
uint32: 1 |
bNoResetOnRewind |
If true, when rewinding this interpolation, reset the 'initial positions' of any RelateToInitial movements to the current location. |
|
uint32: 1 |
bPaused |
|
|
uint32: 1 |
bPendingStop |
The below property is deprecated and will be removed in 4.9. |
|
uint32: 1 |
bPlayOnLevelLoad |
If true, the matinee will play when the level is loaded. |
|
uint32: 1 |
bReversePlayback |
|
|
uint32: 1 |
bRewindIfAlreadyPlaying |
Only used if bRewindOnPlay if true. |
|
uint32: 1 |
bRewindOnPlay |
If true, sequence will rewind itself back to the start each time the Play input is activated. |
|
uint32: 1 |
bShouldShowGore |
Cached value that indicates whether or not gore was enabled when the sequence was started |
|
uint32: 1 |
bSkipUpdateIfNotVisible |
If bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible |
|
TArray< struct ... |
CameraCuts |
Contains the camera world-position for each camera cut in the cinematic. |
|
float |
ClientSidePositionErrorTolerance |
This is just optimization flag to skip checking it again. |
|
float |
ForceStartPosition |
Time position to always start at if bForceStartPos is set to true. |
|
TArray< struct ... |
GroupActorInfos |
|
|
GroupInst |
Instance data for interp groups. One for each variable/group combination. |
|
|
float |
InterpPosition |
|
|
MatineeControllerName |
Name of controller node in level script, used to know what function to try and find for events |
|
|
UInterpData ... |
MatineeData |
The matinee data used by this actor |
|
OnPause |
Event triggered when the matinee is paused for whatever reason |
|
|
OnPlay |
Event triggered when the matinee is played for whatever reason |
|
|
OnStop |
Event triggered when the matinee is stopped for whatever reason |
|
|
float |
PlayRate |
Time multiplier for playback. |
|
PreferredSplitScreenNum |
Preferred local viewport number (when split screen is active) the director track should associate with, or zero for 'all'. |
|
|
TimerHandle_CheckPriorityRefresh |
Handle for efficient management of CheckPriorityRefresh timer |
Name | Description | |
---|---|---|
|
AMatineeActor ( |
Name | Description | ||
---|---|---|---|
|
AddPlayerToDirectorTracks ( |
||
|
ChangePlaybackDirection() |
Changes the direction of playback (go in reverse if it was going forward, or vice versa) |
|
|
CheckPriorityRefresh() |
Check if we should perform a network positional update of this matinee to make sure it's in sync even if it hasn't had significant changes because it's really important (e.g. a player is standing on it or being controlled by it) |
|
|
CleanUp() |
Called when the level that contains this sequence object is being removed/unloaded |
|
|
ConditionallySaveActorState ( |
Conditionally save state for the specified actor and its children |
|
|
DeleteActorGroupInfo ( |
Delete Group Actors |
|
|
DeleteGroupinfo ( |
Rename groupinfo |
|
|
DisableRadioFilterIfNeeded() |
Disable the radio filter effect if "Disable Radio Filter" is checked. |
|
|
EnableCinematicMode ( |
Enable Cinematic Mode |
|
|
EnableGroupByName |
||
|
EnableRadioFilter() |
Enable the radio filter |
|
|
EnsureActorGroupConsistency() |
Ensure that the group to actor mapping is consistent with the interp data groups |
|
|
UInterpGroup... |
FindFirstGroupInst ( |
Find the first group instance based on the given UInterpGroup. |
|
UInterpGroup... |
FindFirstGroupInstByName ( |
Find the first group instance based on the UInterpGroup with the given name. |
|
UInterpGroup... |
FindGroupInst ( |
|
|
AActor * |
FindViewedActor() |
If there is DirectorGroup, use it to find the viewed group at the current position, then the first instance of that group, and the AActor it is bound to. |
|
GetAffectedActors |
Get all Actors currently being used on by this Matinee actor. |
|
|
GetControlledActors |
Get all actors controlled by this matinee. |
|
|
GetFunctionNameForEvent |
Util to get the name of the function to find for the given event name |
|
|
UBillboardCo... |
GetSpriteComponent() |
Returns SpriteComponent subobject |
|
IgnoreActorSelection() |
||
|
InitGroupActorForGroup ( |
Set up the group actor for the specified UInterpGroup. |
|
|
InitInterp() |
For each InterGroup/Actor combination, create a UInterpGroupInst, assign AActor and initialise each track. |
|
|
IsMatineeCompatibleWithPlayer ( |
Check to see if this Matinee should be associated with the specified player. |
|
|
EActorAddWar... |
IsValidActorToAdd ( |
Return if this actor is valid to add |
|
NotifyEventTriggered |
Try to invoke the event with the given name in the level script |
|
|
OnObjectsReplaced |
Fix up our references to any objects that have been replaced (e.g. through blueprint compiling) |
|
|
Pause() |
Hold playback at its current position. |
|
|
Play() |
Begin playback of the matinee. |
|
|
PopIgnoreActorSelection() |
Decrement the count to ignore internal matinee actor selection |
|
|
PushIgnoreActorSelection() |
Increment the count to ignore internal matinee actor selection |
|
|
RecaptureActorState() |
Store the current scrub position, restores all saved actor transforms, then saves off the transforms for actors referenced (directly or indirectly) by group instances, and finally restores the scrub position. |
|
|
ReplaceActorGroupInfo ( |
Replace Group Actors |
|
|
RestoreActorTransforms() |
Apply the saved locations and rotations to all saved actors. |
|
|
RestoreActorVisibilities() |
Apply the saved visibility state for all saved actors |
|
|
Reverse() |
Similar to play, but the playback will go backwards until the beginning of the sequence is reached. |
|
|
SaveActorTransforms ( |
Add the specified actor and any actors attached to it to the list of saved actor transforms. |
|
|
SaveActorVisibility ( |
Save whether or not the passed in actor is hidden so we can restore it later |
|
|
SetLoopingState ( |
Change the looping behaviour of this matinee |
|
|
SetPosition ( |
Set the position of the interpolation. |
|
|
SetupCameraCuts() |
Scan the matinee data for camera cuts and sets up the CameraCut array. |
|
|
StepInterp ( |
Increment track forwards by given timestep and iterate over each track updating any properties. |
|
|
Stop() |
Stops playback at the current position |
|
|
TermInterp() |
Destroy all UInterpGroupInst. |
|
|
UpdateInterp |
Move interpolation to new position and iterate over each track updating any properties. |
|
|
UpdateInterpForParentMovementTracks ( |
Used when setting up the camera cuts to make sure the parent is updated. |
|
|
UpdateReplicatedData ( |
Called by InterpAction when significant changes occur. Updates replicated data. |
|
|
UpdateStreamingForCameraCuts ( |
Update the streaming system with the camera locations for the upcoming camera cuts, so that it can start streaming in textures for those locations now. |
|
|
ValidateActorGroups() |
Validate All Actors in the group |
Name | Description | ||
---|---|---|---|
|
ApplyWorldOffset |
Called by owning level to shift an actor location and all relevant data structures by specified delta |
|
|
BeginPlay() |
Overridable native event for when play begins for this actor. |
|
|
EndPlay ( |
Overridable function called whenever this actor is being removed from a level |
|
|
float |
GetNetPriority |
Function used to prioritize actors when deciding which to replicate |
|
GetReferencedContentObjects |
Used by the "Sync to Content Browser" right-click menu option in the editor. |
|
|
Tick ( |
Function called every frame on this Actor. |
Name | Description | ||
---|---|---|---|
|
CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
|
|
GetLifetimeReplicatedProps ( |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties |
|
|
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
|
|
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
|
|
PostNetReceive() |
Always called immediately after properties are received from the remote. |
|
|
PreNetReceive() |
Always called immediately before properties are received from the remote. |
Name |
Description |
|
---|---|---|
|
EActorAddWarningType |
Name |
Description |
---|---|
IgnoreActorSelectionCount |
Special flag to ignore internal matinee actor selection |