ULevelSequence

Movie scene animation for Actors.

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Inheritance Hierarchy

References

Module

LevelSequence

Header

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

Include

#include "LevelSequence.h"

Syntax

class ULevelSequence : public UMovieSceneSequence

Remarks

Movie scene animation for Actors.

Variables

Name Description

Protected variable

FLevelSequenceB...

 

BindingReferences

References to bound objects.

Protected variable

UBlueprint *...

 

DirectorBlueprint

A pointer to the director blueprint that generates this sequence's DirectorClass.

Protected variable

UClass *

 

DirectorClass

The class that is used to spawn this level sequence's director instance.

Public variable

UMovieScene ...

 

MovieScene

Pointer to the movie scene that controls this animation.

Protected variable

FLevelSequenceO...

 

ObjectReferences

Legacy object references - should be read-only. Not deprecated because they need to still be saved

Constructors

Name Description

Public function

ULevelSequence

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

ConvertPersistentBindingsToDefault

(
    UObject* FixupContext
)

Convert old-style lazy object ptrs to new-style references using the specified context

Public function

MetaDataType...

 

CopyMetaData

(
    MetaDataType* InMetaData
)

Copy the specified meta data into this level sequence, overwriting any existing meta-data of the same type Meta-data may implement the ILevelSequenceMetaData interface in order to hook into default ULevelSequence functionality.

Public function

UObject *...

 

CopyMetaData

(
    UObject* InMetaData
)

Copy the specified meta data into this level sequence, overwriting any existing meta-data of the same type Meta-data may implement the ILevelSequenceMetaData interface in order to hook into default ULevelSequence functionality.

Public function Const

MetaDataType...

 

FindMetaData()

Find meta-data of a particular type for this level sequence instance

Public function Const

UObject *...

 

FindMetaDataByClass

(
    TSubclassOf< UObject > InClass
)

Find meta-data of a particular type for this level sequence instance.

Protected function

FGuid

 

FindOrAddBinding

(
    UObject* ObjectToPossess
)

Public function

MetaDataType...

 

FindOrAddMetaData()

Find meta-data of a particular type for this level sequence instance, adding one if it was not found.

Public function

UObject *...

 

FindOrAddMetaDataByClass

(
    TSubclassOf< UObject > InClass
)

Find meta-data of a particular type for this level sequence instance, adding it if it doesn't already exist.

Public function Const

UBlueprint &...

 

GetDirectorBlueprint()

Retrieve the currently assigned director blueprint for this level sequence

Public function Virtual

void

 

Initialize()

Initialize this level sequence.

Public function Const

void

 

LocateBoundObjects

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

Protected function

void

 

OnDirectorRecompiled

(
    UBlueprint*
)

Invoked when this level sequence's director blueprint has been recompiled

Public function

void

 

RemoveMetaData()

Remove meta-data of a particular type for this level sequence instance, if it exists

Public function

void

 

RemoveMetaDataByClass

(
    TSubclassOf< UObject > InClass
)

Remove meta-data of a particular type for this level sequence instance, if it exists

Public function

void

 

SetDirectorBlueprint

(
    UBlueprint* NewDirectorBluepri...
)

Assign a new director blueprint to this level sequence.

Overridden from UMovieSceneSequence

Name Description

Public function Virtual Const

bool

 

AllowsSpawnableObjects()

Whether objects can be spawned at run-time.

Public function Virtual

void

 

BindPossessableObject

(
    const FGuid& ObjectId,
    UObject& PossessedObject,
    UObject* Context
)

Called when Sequencer has created an object binding for a possessable object

Public function Virtual Const

bool

 

CanAnimateObject

(
    UObject& InObject
)

Specifies whether this sequence can animate the object in question (either as a spawnable or possessable)

Public function Virtual Const

bool

 

CanPossessObject

(
    UObject& Object,
    UObject* InPlaybackContext
)

Check whether the given object can be possessed by this animation.

Public function Virtual Const

bool

 

CanRebindPossessable

(
    const FMovieScenePossessable& InPo...
)

Specifies whether this sequence allows rebinding of the specified possessable

Public function Virtual

UObject *...

 

CreateDirectorInstance

(
    IMovieScenePlayer& Player
)

Called to retrieve or construct a director instance to be used for the specified player

Protected function Virtual

FGuid

 

CreatePossessable

(
    UObject* ObjectToPossess
)

Called to add a new possessable for the specified object

Protected function Virtual

FGuid

 

CreateSpawnable

(
    UObject* ObjectToSpawn
)

Called to add a new spawnable for the specified object

Public function Virtual Const

void

 

GatherExpiredObjects

(
    const FMovieSceneObjectCache& InOb...,
    TArray< FGuid >& OutInvalidIDs
)

Called to validate the specified object cache by removing anything that should be deemed out of date

Public function Virtual Const

UMovieScene ...

 

GetMovieScene()

Get the movie scene that controls this animation.

Public function Virtual Const

UObject *...

 

GetParentObject

(
    UObject* Object
)

Get the logical parent object for the supplied object (not necessarily its outer).

Public function Virtual Const

void

 

LocateBoundObjects

(
    const FGuid& ObjectId,
    UObject* Context,
    TArray< UObject*, TInlineAlloc...
)

Locate all the objects that correspond to the specified object ID, using the specified context

Public function Virtual

UObject *...

 

MakeSpawnableTemplateFromInstance

(
    UObject& InSourceObject,
    FName ObjectName
)

Create a spawnable object template from the specified source object

Public function Virtual

void

 

UnbindInvalidObjects

(
    const FGuid& ObjectId,
    UObject* Context
)

Unbinds specific objects from the provided GUID that do not resolve

Public function Virtual

void

 

UnbindObjects

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

Unbinds specific objects from the provided GUID

Public function Virtual

void

 

UnbindPossessableObjects

(
    const FGuid& ObjectId
)

Unbinds all possessable objects from the provided GUID.

Overridden from UObject

Name Description

Public function Virtual Const

void

 

GetAssetRegistryTagMetadata

Gathers a collection of asset registry tag metadata

Public function Virtual Const

void

 

GetAssetRegistryTags

(
    TArray< FAssetRegistryTag >& OutTa...
)

Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

void

 

PostLoad()

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

Public function Virtual

bool

 

Rename

(
    const TCHAR* NewName,
    UObject* NewOuter,
    ERenameFlags Flags
)

Rename this object to a unique name, or change its outer.

Deprecated Variables

Name Description

Protected variable

TMap< FString, ...

 

PossessedObjects_DEPRECATED

Deprecated property housing old possessed object bindings

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