AMediaBundleActorBase

A base actor that

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Inheritance Hierarchy

References

Module

MediaFrameworkUtilities

Header

/Engine/Plugins/Media/MediaFrameworkUtilities/Source/MediaFrameworkUtilities/Public/MediaBundleActorBase.h

Include

#include "MediaBundleActorBase.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable)
class AMediaBundleActorBase : public AActor

Remarks

A base actor that

Variables

Name Description

Protected variable UProperty Category, EditDefaultsOnly

bool

 

bAutoPlay

Wheter to auto start the MediaPlayer

Protected variable

bool

 

bPlayingMedia

Whether we're actually playing the media

Protected variable UProperty Category, EditDefaultsOnly, Meta

bool

 

bPlayWhileEditing

Wheter to keep MediaPlayer playing when editing

Public variable UProperty Category, EditAnywhere

UTextureRenderT...

 

GarbageMatteMask

Texture containging 2D garbage matte mask

Protected variable UProperty Category, EditDefaultsOnly

UMaterialInstan...

 

Material

Dynamic instance of the associated MediaBundle base Material

Protected variable UProperty Category, EditAnywhere noclear

UMediaBundle &#...

 

MediaBundle

Associated MediaBundle

Protected variable UProperty Category, EditDefaultsOnly noclear

UMediaSoundComp...

 

MediaSoundCmp

MediaSoundComponent associated to play sound of our MediaSource

Protected variable UProperty Category, EditDefaultsOnly

UPrimitiveCompo...

 

PrimitiveCmp

PrimitiveComponent on which to attach our Material

Protected variable UProperty Category, EditAnywhere, AdvancedDisplay

int32

 

PrimitiveMaterialIndex

Index of the Material on the primitive

Functions

Name Description

Public function UFunction BlueprintCallable, Category

UMediaBundle...

 

GetMediaBundle()

Get the Media Bundle.

Public function Const

bool

 

IsPlayRequested()

Whether this actor requested the media to play.

Public function UFunction BlueprintCallable, Category

void

 

RequestCloseMediaSource()

Close the Media Source.

Public function UFunction BlueprintCallable, Category

bool

 

RequestOpenMediaSource()

Play the Media Source.

Protected function UFunction BlueprintCallable, Category

void

 

SetComponent

(
    UPrimitiveComponent* InPrimiti...,
    UMediaSoundComponent* InMediaS...
)

Assign the primitive to render on. Will change the material for the Media material.

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

Public function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

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

Public function Virtual

void

 

PostActorCreated()

Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoadSubobjects

(
    FObjectInstancingGraph* OuterI...
)

Instances components for objects being loaded from disk, if necessary.

Public function Virtual

void

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

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