UActorRecorderPropertyMap

This represents a list of all possible properties and components on an actor which can be recorded by the Actor Recorder and whether or not the user wishes to record them.

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MacOS
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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UActorRecorderPropertyMap

References

Module

TakesCore

Header

/Engine/Plugins/VirtualProduction/Takes/Source/TakesCore/Public/TakeRecorderSourceProperty.h

Include

#include "TakeRecorderSourceProperty.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class UActorRecorderPropertyMap : public UObject

Remarks

This represents a list of all possible properties and components on an actor which can be recorded by the Actor Recorder and whether or not the user wishes to record them. If you wish to expose a property to be recorded it needs to be marked as "Interp" (C++) or "Expose to Cinematics" in Blueprints.

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite instanced

TArray< UActorR...

 

Children

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TArray< FActorR...

 

Properties

Represents properties exposed to Cinematics that can possibly be recorded.

Public variable UProperty Category visibleanywhere

TSoftObjectPtr<...

 

RecordedObject

Functions

Name Description

Public function Const

Cache

 

CachedPropertyComponentCount()

Return the number of properties and components participating in recording.

Public function

void

 

UpdateCachedValues()

Visit all properties recursively and cache the record state.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

Classes

Name

Description

Public struct

Cache

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