FLevelSequenceBindingReferences

Structure that stores a one to many mapping from object binding ID, to object references that pertain to that ID.

Windows
MacOS
Linux

References

Module

LevelSequence

Header

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

Include

#include "LevelSequenceBindingReference.h"

Syntax

struct FLevelSequenceBindingReferences

Remarks

Structure that stores a one to many mapping from object binding ID, to object references that pertain to that ID.

Functions

Name Description

Public function

void

 

AddBinding

(
    const FGuid& ObjectId,
    UObject* InObject,
    UObject* InContext
)

Add a binding for the specified ID

Public function Const

const TSet< ...

 

GetBoundAnimInstances()

Const accessor for the currently bound anim instance IDs

Public function Const

bool

 

HasBinding

(
    const FGuid& ObjectId
)

Check whether this map has a binding for the specified object id

Public function

void

 

RemoveBinding

(
    const FGuid& ObjectId
)

Remove a binding for the specified ID

Public function

void

 

RemoveInvalidBindings

(
    const TSet< FGuid >& ValidBindingI...
)

Filter out any bindings that do not match the specified set of GUIDs

Public function

void

 

RemoveInvalidObjects

(
    const FGuid& ObjectId,
    UObject* InContext
)

Remove specific object references that do not resolve

Public function

void

 

RemoveObjects

(
    const FGuid& ObjectId,
    const TArray< UObject* >& InO...,
    UObject* InContext
)

Remove specific object references

Public function Const

void

 

ResolveBinding

(
    const FGuid& ObjectId,
    UObject* InContext,
    FName StreamedLevelAssetPath,
    TArray< UObject*, TInlineAlloc...
)

Resolve a binding for the specified ID using a given context

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