| UObjectBase
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Module |
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Header |
/Engine/Plugins/Media/TimecodeSynchronizer/Source/TimecodeSynchronizer/Public/TimecodeSynchronizer.h |
Include |
#include "TimecodeSynchronizer.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UTimecodeSynchronizer :
public UTimecodeProvider,
public FTickableGameObject
Timecode Synchronizer is intended to correlate multiple timecode sources to help ensure that all sources can produce data that is frame aligned.
This typically works by having sources buffer data until we have enough frames that such that we can find an overlap. Once that process is finished, the Synchronizer will provide the appropriate timecode to the engine (which can be retrieved via FApp::GetTimecode and FApp::GetTimecodeFrameRate).
Note, the Synchronizer doesn't perform any buffering of data itself (that is left up to TimeSynchronizationSources). Instead, the synchronizer simply acts as a coordinator making sure all sources are ready, determining if sync is possible, etc.
Name | Description | ||
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bUsePreRollingTimecodeMarginOfErrors |
Enable verification of margin between synchronized time and source time |
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bUsePreRollingTimeout |
Enable PreRoll timeout |
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FixedFrameRate |
The fixed framerate to use. |
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FrameRateSource |
Frame Rate Source. |
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MasterSynchronizationSourceIndex |
Index of the source that drives the synchronized Timecode. |
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PreRollingTimecodeMarginOfErrors |
Maximum gap size between synchronized time and source time |
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float |
PreRollingTimeout |
How long to wait for all source to be ready |
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TimecodeProvider |
Custom strategy to tick in a interval. |
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TimecodeProviderType |
Use a Timecode Provider. |
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TimeSynchronizationInputSources |
ONLY MODIFY THESE IN EDITOR TODO: Deprecate this and make it private. |
Name | Description | |
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UTimecodeSynchronizer() |
Name | Description | ||
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AddRuntimeTimeSynchronizationSource ( |
Adds a "runtime" source to the synchronizer. |
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GetActiveMasterSynchronizationTimecodedSourceIndex() |
Returns the index of the Master Synchronization Source in the Synchronized Sources list. |
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GetCurrentSystemFrameTime() |
Get Current System Frame Time which is synchronized |
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const TArray... |
GetNonSynchronizedSources() |
Returns the list of sources that are not actively being used in synchronization. |
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const TArray... |
GetSynchronizedSources() |
Returns the list of sources that are used to perform synchronization. |
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UTimecodeSyn... |
OnSynchronizationEvent() |
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StartSynchronization() |
Starts the synchronization process. |
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StopSynchronization() |
Stops the synchronization process. |
Name | Description | ||
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FQualifiedFr... |
GetQualifiedFrameTime() |
Return current frame time. |
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ETimecodePro... |
GetSynchronizationState() |
The state of the TimecodeProvider and if it's currently synchronized and the Timecode and FrameRate getters are valid. |
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Initialize ( |
This Provider became the Engine's Provider. |
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Shutdown ( |
This Provider stopped being the Engine's Provider. |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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PostEditChangeChainProperty ( |
This alternate version of PostEditChange is called when properties inside structs are modified. |
Name | Description | ||
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IsTickableInEditor() |
Used to determine whether the object should be ticked in the editor. |
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IsTickableWhenPaused() |
Used to determine if an object should be ticked when the game is paused. |
Name | Description | ||
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GetStatId() |
Return the stat id to use for this tickable |
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ETickableTic... |
GetTickableTickType() |
Virtual that can be overloaded by the inheriting class. |
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IsTickable() |
Virtual that can be overloaded by the inheriting class. |
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Tick ( |
Pure virtual that must be overloaded by the inheriting class. |
Name |
Description |
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FOnTimecodeSynchronizationEvent |
Get an event delegate that is invoked when a Asset synchronization event occurred. |
Name |
Description |
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ESynchronizationState |
Synchronization states |
Name | Description | ||
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const TArray... |
GetSynchronizationSources() |
Please use GetNonSynchronizedSources. |
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const TArray... |
GetTimecodedSources() |
Please use GetSynchronizedSources. |