UVPTimecodeCustomTimeStep

Control the engine's time step via the engine's TimecodeProvider.

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MacOS
Linux

Inheritance Hierarchy

References

Module

VPUtilities

Header

/Engine/Plugins/Experimental/VirtualProductionUtilities/Source/VPUtilities/Public/VPTimecodeCustomTimeStep.h

Include

#include "VPTimecodeCustomTimeStep.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew, Meta=(DisplayName="Timecode Custom Time Step"))
class UVPTimecodeCustomTimeStep : public UFixedFrameRateCustomTimeStep

Remarks

Control the engine's time step via the engine's TimecodeProvider. Will sleep and wake up engine when the a new frame is available.

Variables

Name Description

Public variable UProperty Category, EditAnywhere

bool

 

bErrorIfFrameAreNotConsecutive

If true, stop the CustomTimeStep if the new timecode value doesn't follow the previous timecode value.

Public variable UProperty Category, EditAnywhere

bool

 

bErrorIfTimecodeProviderChanged

If true, stop the CustomTimeStep if the engine's TimeProvider changed since last frame.

Public variable UProperty Category, EditAnywhere

float

 

MaxDeltaTime

If the timecode doesn't change after that amount of time, stop the CustomTimeStep.

Overridden from UFixedFrameRateCustomTimeStep

Name Description

Public function Virtual Const

FFrameRate

 

GetFixedFrameRate()

Get The fixed FrameRate

Overridden from UEngineCustomTimeStep

Name Description

Public function Virtual Const

ECustomTimeS...

 

GetSynchronizationState()

The state of the CustomTimeStep.

Public function Virtual

bool

 

Initialize

(
    UEngine* InEngine
)

This CustomTimeStep became the Engine's CustomTimeStep.

Public function Virtual

void

 

Shutdown

(
    UEngine* InEngine
)

This CustomTimeStep stop being the Engine's CustomTimeStep.

Public function Virtual

bool

 

UpdateTimeStep

(
    UEngine* InEngine
)

Update FApp::CurrentTime/FApp::DeltaTime and optionally wait until the end of the frame.

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