ALevelSequenceActor

Actor responsible for controlling a specific level sequence in the world.

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Inheritance Hierarchy

References

Module

LevelSequence

Header

/Engine/Source/Runtime/LevelSequence/Public/LevelSequenceActor.h

Include

#include "LevelSequenceActor.h"

Syntax

class ALevelSequenceActor :
    public AActor,
    public IMovieScenePlaybackClient,
    public IMovieSceneBindingOwnerInterface

Remarks

Actor responsible for controlling a specific level sequence in the world.

Variables

Name Description

Public variable

TArray< AActor ...

 

AdditionalEventReceivers

Public variable

UMovieSceneBind...

 

BindingOverrides

Mapping of actors to override the sequence bindings with

Public variable

uint8: 1

 

bOverrideInstanceData

Enable specification of dynamic instance data to be supplied to the sequence during playback

Public variable

uint8: 1

 

bReplicatePlayback

If true, playback of this level sequence on the server will be synchronized across other clients

Public variable

ULevelSequenceB...

 

BurnInOptions

Public variable

FLevelSequenceC...

 

CameraSettings

Public variable

UObject *

 

DefaultInstanceData

Instance data that can be used to dynamically control sequence evaluation at runtime

Public variable

FSoftObjectPath

 

LevelSequence

Public variable

FMovieSceneSequ...

 

PlaybackSettings

Public variable

ULevelSequenceP...

 

SequencePlayer

Constructors

Name Description

Public function

ALevelSequenceActor

(
    const FObjectInitializer& Init
)

Create and initialize a new instance.

Functions

Name Description

Public function

void

 

AddBinding

(
    FMovieSceneObjectBindingID Binding,
    AActor* Actor,
    bool bAllowBindingsFromAsset
)

Adds the specified actor to the overridden bindings for the specified binding ID, optionally still allowing the bindings defined in the Level Sequence asset

Public function

void

 

AddBindingByTag

(
    FName BindingTag,
    AActor* Actor,
    bool bAllowBindingsFromAsset
)

Binds an actor to all the bindings tagged with the specified name in this sequence.

Public function Const

FMovieSceneO...

 

FindNamedBinding

(
    FName Tag
)

Retrieve the first object binding that has been tagged with the specified name

Public function Const

const TArray...

 

FindNamedBindings

(
    FName Tag
)

Retrieve all the bindings that have been tagged with the specified name

Public function Const

ULevelSequen...

 

GetSequence()

Get the level sequence being played by this actor.

Public function Const

ULevelSequen...

 

GetSequencePlayer()

Access this actor's sequence player, or None if it is not yet initialized

Public function

void

 

HideBurnin()

Hide burnin

Public function

void

 

InitializePlayer()

Initialize the player object by loading the asset, using async loading when necessary

Public function

void

 

InitializePlayerWithSequence

(
    ULevelSequence* LevelSequenceA...
)

Initialize the player object with the specified asset

Public function Const

ULevelSequen...

 

LoadSequence()

Get the level sequence being played by this actor.

Public function

void

 

OnSequenceLoaded

(
    const FName& PackageName,
    UPackage* Package,
    EAsyncLoadingResult::Type Result
)

Public function

void

 

RefreshBurnIn()

Refresh this actor's burn in

Public function

void

 

RemoveBinding

(
    FMovieSceneObjectBindingID Binding,
    AActor* Actor
)

Removes the specified actor from the specified binding's actor array

Public function

void

 

RemoveBindingByTag

(
    FName Tag,
    AActor* Actor
)

Removes the specified actor from the specified binding's actor array

Public function

void

 

ResetBinding

(
    FMovieSceneObjectBindingID Binding
)

Resets the specified binding back to the defaults defined by the Level Sequence asset

Public function

void

 

ResetBindings()

Resets all overridden bindings back to the defaults defined by the Level Sequence asset

Public function

void

 

SetBinding

(
    FMovieSceneObjectBindingID Binding,
    const TArray< AActor* >& Acto...,
    bool bAllowBindingsFromAsset
)

Overrides the specified binding with the specified actors, optionally still allowing the bindings defined in the Level Sequence asset

Public function

void

 

SetBindingByTag

(
    FName BindingTag,
    const TArray< AActor* >& Acto...,
    bool bAllowBindingsFromAsset
)

Assigns an set of actors to all the bindings tagged with the specified name in this sequence.

Public function

void

 

SetEventReceivers

(
    TArray< AActor* > AdditionalRe...
)

Set an array of additional actors that will receive events triggerd from this sequence actor

Public function

void

 

SetReplicatePlayback

(
    bool ReplicatePlayback
)

Set whether or not to replicate playback for this actor

Public function

void

 

SetSequence

(
    ULevelSequence* InSequence
)

Set the level sequence being played by this actor.

Public function

void

 

ShowBurnin()

Show burnin

Overridden from AActor

Name Description

Protected function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Protected function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual Const

bool

 

GetReferencedContentObjects

(
    TArray< UObject* >& Objects
)

Used by the "Sync to Content Browser" right-click menu option in the editor.

Protected function Virtual

void

 

PostInitializeComponents()

Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

Protected function Virtual

bool

 

ReplicateSubobjects

(
    UActorChannel* Channel,
    FOutBunch* Bunch,
    FReplicationFlags* RepFlags
)

Method that allows an actor to replicate subobjects on its actor channel

Protected function Virtual

void

 

RewindForReplay()

Called on the actor before checkpoint data is applied during a replay.

Protected function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Protected function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Overridden from IMovieScenePlaybackClient

Name Description

Protected function Virtual Const

UObject *...

 

GetInstanceData()

Retrieve the optional instance data that should be used for this evaluation

Protected function Virtual Const

bool

 

RetrieveBindingOverrides

(
    const FGuid& InBindingId,
    FMovieSceneSequenceID InSequenceID,
    TArray< UObject*, TInlineAlloc...
)

Locate bound objects that relate to the specified binding ID

Overridden from IMovieSceneBindingOwnerInterface

Name Description

Public function Virtual

TSharedPtr< ...

 

GetObjectPickerProxy

(
    TSharedPtr< IPropertyHandle > Objec...
)

Return a proxy struct used for editing the bound object

Public function Virtual Const

UMovieSceneS...

 

RetrieveOwnedSequence()

Retrieve the sequence that we own

Public function Virtual

void

 

UpdateObjectFromProxy

(
    FStructOnScope& Proxy,
    IPropertyHandle& ObjectPropertyHan...
)

Update the specified object property handle based on the proxy structure's contents

Classes

Name

Description

Public class

FOnLevelSequenceLoaded

Deprecated Variables

Name Description

Public variable

uint8: 1

 

bAutoPlay_DEPRECATED

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