USequenceCameraShakeSequencePlayer

A lightweight sequence player for playing camera animation sequences.

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

USequenceCameraShakeSequencePlayer

References

Module

TemplateSequence

Header

/Engine/Plugins/MovieScene/TemplateSequence/Source/TemplateSequence/Public/SequenceCameraShake.h

Include

#include "SequenceCameraShake.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class USequenceCameraShakeSequencePlayer :
    public UObject,
    public IMovieScenePlayer

Remarks

A lightweight sequence player for playing camera animation sequences.

Constructors

Name Description

Public function

USequenceCameraShakeSequencePlayer

(
    const FObjectInitializer& ObjInit
)

Destructors

Functions

Name Description

Public function

void

 

EndScrubbing()

Ends scrub mode

Public function Const

FFrameTime

 

GetCurrentPosition()

Gets the current play position

Public function Const

FFrameRate

 

GetInputRate()

Get the sequence tick resolution

Public function

void

 

Initialize

(
    UMovieSceneSequence* InSequenc...
)

Initializes this player with the given sequence

Public function

void

 

Jump

(
    FFrameTime NewPosition
)

Jumps to the given time

Public function

void

 

Play

(
    bool bLoop,
    bool bRandomStartTime
)

Start playing the sequence

Public function

void

 

SetBoundObjectOverride

(
    UObject* InObject
)

Sets an object that can be used to bind everything in the sequence

Public function

void

 

StartScrubbing()

Sets the player in scrub mode

Public function

void

 

Stop()

Stop playing the sequence

Public function

void

 

Update

(
    FFrameTime NewPosition
)

Advance play to the given time

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual Const

bool

 

IsDestructionThreadSafe()

Called during garbage collection to determine if an object can have its destructor called on a worker thread.

Overridden from IMovieScenePlayer

Name Description

Public function Virtual

UObject *...

 

AsUObject()

Cast this player instance as a UObject if possible

Public function Virtual Const

bool

 

CanUpdateCameraCut()

Whether this player can update the camera cut

Public function Virtual

UMovieSceneE...

 

ConstructEntitySystemLinker()

Called to retrieve or construct an entity linker for the specified playback context

Public function Virtual

FMovieSceneR...

 

GetEvaluationTemplate()

Access the evaluation template that we are playing back

Public function Virtual Const

EMovieSceneP...

 

GetPlaybackStatus()

Public function Virtual

FMovieSceneS...

 

GetSpawnRegister()

Obtain an object responsible for managing movie scene spawnables

Public function Virtual Const

void

 

GetViewportSettings

(
    TMap< FViewportClient*, EMovie...
)

Get the current perspective viewport settings

Public function Virtual Const

void

 

ResolveBoundObjects

(
    const FGuid& InBindingId,
    FMovieSceneSequenceID SequenceID,
    UMovieSceneSequence& Sequence,
    UObject* ResolutionContext,
    TArray< UObject*, TInlineAlloc...
)

Resolve objects bound to the specified binding ID

Public function Virtual

void

 

SetPlaybackStatus

(
    EMovieScenePlayerStatus::Type InPla...
)

Public function Virtual

void

 

SetViewportSettings

(
    const TMap< FViewportClient*, ...
)

Set the perspective viewport settings

Public function Virtual

void

 

UpdateCameraCut

(
    UObject* CameraObject,
    const EMovieSceneCameraCutParams& ...
)

Updates the perspective viewports with the actor to view through

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