USequenceRecorderSettings

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MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

USequenceRecorderSettings

References

Module

SequenceRecorder

Header

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

Include

#include "SequenceRecorderSettings.h"

Syntax

class USequenceRecorderSettings : public UObject

Variables

Name Description

Public variable

FSequenceRecord...

 

ActorFilter

Filter to check spawned actors against to see if they should be recorded

Public variable

TArray< FProper...

 

ActorsAndPropertiesToRecord

The properties to record for specified actors.

Public variable

FString

 

AnimationSubDirectory

The name of the subdirectory animations will be placed in.

Public variable

float

 

AudioGain

Gain in decibels to apply to recorded audio

Public variable

FString

 

AudioSubDirectory

The name of the subdirectory audio will be placed in.

Public variable

FText

 

AudioTrackName

Name of the recorded audio track name

Public variable

bool

 

bAllowLooping

Allow the recording to be looped. Subsequence recorded assets will be saved to unique filenames.

Public variable

bool

 

bAutoSaveAsset

Whether to auto-save asset when recording is completed. Defaults to false

Public variable

bool

 

bCreateLevelSequence

Whether to create a level sequence when recording.

Public variable

bool

 

bIgnoreTimeDilation

Should Sequence Recorder ignore global time dilation? If true recorded animations will only be as long as they would have been without global time dilation.

Public variable

bool

 

bImmersiveMode

Whether to maximize the viewport when recording

Public variable

bool

 

bRecordNearbySpawnedActors

Whether to record nearby spawned actors.

Public variable

bool

 

bRecordSequencerSpawnedActors

Whether to record actors that are spawned by sequencer itself (this is usually disabled as results can be unexpected)

Public variable

bool

 

bRecordWorldSettingsActor

Whether to record the world settings actor in the sequence (some games use this to attach world SFX)

Public variable

bool

 

bReduceKeys

Whether to remove keyframes within a tolerance from the recorded tracks

Public variable

bool

 

bReplaceRecordedAudio

Replace existing recorded audio with any newly recorded audio

Public variable

bool

 

bSplitAudioChannelsIntoSeparateTracks

Whether or not to split mic channels into separate audio tracks.

Public variable

TArray< FProper...

 

ClassesAndPropertiesToRecord

The properties to record for specified classes.

Public variable

FAnimationRecor...

 

DefaultAnimationSettings

Default animation settings which are used to initialize all new actor recording's animation settings

Public variable

float

 

GlobalTimeDilation

Global Time dilation to set the world to when recording starts.

Public variable

TArray< TLazyOb...

 

LevelSequenceActorsToTrigger

Sequence actors to trigger playback on when recording starts (e.g. for recording synchronized sequences)

Public variable

float

 

NearbyActorRecordingProximity

Proximity to currently recorded actors to record newly spawned actors.

Public variable

TArray< FSettin...

 

PerActorSettings

Settings applied to actors of a specified class

Public variable

EAudioRecording...

 

RecordAudio

Whether to record audio alongside animation or not

Public variable

float

 

RecordingDelay

Delay that we will use before starting recording

Public variable

float

 

SequenceLength

The length of the recorded sequence

Constructors

Name Description

Public function

USequenceRecorderSettings

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeChainProperty

(
    FPropertyChangedChainEvent& Proper...
)

This alternate version of PostEditChange is called when properties inside structs are modified.

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