ISequenceRecorder

Windows
MacOS
Linux

Inheritance Hierarchy

IModuleInterface

ISequenceRecorder

References

Module

SequenceRecorder

Header

/Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h

Include

#include "ISequenceRecorder.h"

Syntax

class ISequenceRecorder : public IModuleInterface

Functions

Name Description

Public function

TWeakObjectP...

 

AddRecordingGroup()

Adds a new recording group and picks a default name.

Public function

void

 

AddSequenceRecorderExtender

Add an extension to the SequenceRecorder

Public function Const

TUniquePtr< ...

 

CreateAudioRecorder()

Attempt to create an audio recorder

Public function

TWeakObjectP...

 

DuplicateRecordingGroup()

Duplicates the current recording group if any.

Public function Const

TWeakObjectP...

 

GetCurrentRecordingGroup()

Returns the current recording group (if any), otherwise returns nullptr.

Public function

FQualifiedFr...

 

GetCurrentRecordingLength()

How long is the currently recording sequence

Public function Const

TArray< FNam...

 

GetRecordingGroupNames()

Returns a list of names for the recording groups stored in this map.

Public function Const

FGuid

 

GetRecordingGuid

(
    AActor* Actor
)

Get the spawnable Guid in the currently recording movie scene for the specified actor.

Public function Const

FString

 

GetSequenceRecordingBasePath()

Get the directory that the sequence should record into.

Public function Const

FString

 

GetSequenceRecordingName()

Get the name the of the sequence recording.

Public function Const

uint32

 

GetTakeNumberForActor

(
    AActor* InActor
)

Get the take number of an actor that is queued to record in the current group

Public function Const

bool

 

HasAudioRecorder()

Check whether we have an audio recorder registered or not

Public function

bool

 

IsRecording()

Are we currently recording a sequence

Public function

TWeakObjectP...

 

LoadRecordingGroup

(
    const FName Name
)

Attempts to load a recording group from the specified name.

Public function

void

 

NotifyActorStartRecording

(
    AActor* Actor
)

Notify we should start recording an actor - usually used for 'actor pooling' implementations to simulate spawning.

Public function

void

 

NotifyActorStopRecording

(
    AActor* Actor
)

Notify we should stop recording an actor - usually used for 'actor pooling' implementations to simulate de-spawning.

Public function

FOnRecording...

 

OnRecordingFinished()

Get the sequence recorder finished delegate

Public function

FOnRecording...

 

OnRecordingGroupAdded()

Get the Recording Group added delegate

Public function

FOnRecording...

 

OnRecordingStarted()

Get the sequence recorder started delegate

Public function

UActorRecord...

 

QueueActorToRecord

(
    AActor* ActorToRecord
)

Add an actor to be recorded when the next recording pass begins

Public function

USequenceRec...

 

QueueObjectToRecord

(
    UObject* ObjectToRecord
)

Add an object to be recorded when the next recording pass begins

Public function

bool

 

RecordSingleNodeInstanceToAnimation

(
    USkeletalMeshComponent* Previe...,
    UAnimSequence* NewAsset
)

Play the current single node instance on the PreviewComponent from time [0, GetLength()], and record to NewAsset

Public function

FDelegateHan...

 

RegisterAudioRecorder

(
    const TFunction< TUniquePtr< ISeque...
)

Register a function that will return a new audio capturer for the specified parameters

Public function

void

 

RemoveCurrentRecordingGroup()

Removes the current recording group if any. Will make GetRecordingGroup() return nullptr.

Public function

void

 

RemoveSequenceRecorderExtender

Remove an extension from the SequenceRecorder

Public function

bool

 

StartRecording

(
    UWorld* World,
    const FSequenceRecorderActorFilter ...
)

Start recording the passed-in actors.

Public function

bool

 

StartRecording

(
    TArrayView< AActor*const > Ac...,
    const FString& PathToRecordTo,
    const FString& SequenceName
)

Start a recording, possibly with some delay (specified by the sequence recording settings).

Public function

bool

 

StartRecording

(
    AActor* ActorToRecord,
    const FString& PathToRecordTo,
    const FString& SequenceName
)

Start a recording, possibly with some delay (specified by the sequence recording settings).

Public function

void

 

StopRecording()

Stop recording current sequence, if any

Public function

void

 

UnregisterAudioRecorder

(
    FDelegateHandle RegisteredHandle
)

Unregister a previously registered audio recorder factory function

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