UVCamBlueprintFunctionLibrary

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

VirtualCamera

Header

/Engine/Plugins/Experimental/VirtualCamera/Source/VirtualCamera/Public/VCamBlueprintFunctionLibrary.h

Include

#include "VCamBlueprintFunctionLibrary.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=VirtualCamera, BlueprintType)
class UVCamBlueprintFunctionLibrary : public UBlueprintFunctionLibrary

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category

float

 

CalculateAutoFocusDistance

(
    FVector2D ReticlePosition,
    UCineCameraComponent* CineCame...
)

Calculates auto focus

Public function Static UFunction BlueprintCallable, Category

bool

 

CallFunctionByName

(
    UObject* ObjPtr,
    FName FunctionName
)

Returns true if the function was found & executed correctly.

Public function Static UFunction BlueprintCallable, Category

FFrameRate

 

ConvertStringToFrameRate

(
    FString InFrameRateString
)

Converts a double framerate to a FFrameRate

Public function Static UFunction BlueprintCallable, Category

UObject *...

 

EditorLoadAsset

(
    FString AssetPath
)

Load an asset through path.

Public function Static UFunction BlueprintCallable, Category

bool

 

EditorSaveAsset

(
    FString AssetPath
)

Save an asset through path. Returns true on success.

Public function Static UFunction BlueprintCallable, Category

void

 

EditorSetGameView

(
    bool bIsToggled
)

Sets the current game view

Public function Static UFunction BlueprintCallable, Category

void

 

EnableDebugFocusPlane

(
    UCineCameraComponent* CineCame...,
    bool bEnabled
)

Enable/Disable debug focus plane

Public function Static UFunction BlueprintCallable, Category

TArray< UObj...

 

GetBoundObjects

(
    FMovieSceneObjectBindingID CameraBi...
)

Get UObject from Camera Object Bindings

Public function Static UFunction BlueprintPure, Category

ULevelSequen...

 

GetCurrentLevelSequence()

Get the currently opened level sequence asset

Public function Static UFunction BlueprintPure, Category

int32

 

GetCurrentLevelSequenceCurrentFrame()

Get the current playback position in frames

Public function Static UFunction BlueprintCallable, Category

FFrameRate

 

GetDisplayRate

(
    ULevelSequence* LevelSequence
)

Grab the display rate from a LevelSequences' MovieScene

Public function Static UFunction BlueprintCallable, Category

FTimecode

 

GetLevelSequenceFrameAsTimecode

(
    const ULevelSequence* LevelSeq...,
    int32 InFrame
)

Convert a frame from a level sequence to timecode

Public function Static UFunction BlueprintCallable, Category

FTimecode

 

GetLevelSequenceFrameAsTimecodeWithoutObject

(
    const FFrameRate DisplayRate,
    int32 InFrame
)

Convert a frame from a level sequence to timecode using only a provided display rate

Public function Static UFunction BlueprintCallable, Category

int32

 

GetLevelSequenceLengthInFrames

(
    const ULevelSequence* LevelSeq...
)

Get length in frames of a level sequence

Public function Static UFunction BlueprintPure, Category

FString

 

GetNextUndoDescription()

Returns the description of the undo action that will be performed next.

Public function Static UFunction BlueprintCallable, Category

TMap< FName,...

 

GetObjectMetadataTags

(
    UObject* InObject
)

Retrieves UObject's metadata tags

Public function Static UFunction BlueprintPure, Category

UVirtualCame...

 

GetUserSettings()

Public function Static UFunction BlueprintCallable, Category

UTexture ...

 

ImportSnapshotTexture

(
    FString FileName,
    FString SubFolderName,
    FString AbsolutePathPackage
)

Imports image as a uasset

Public function Static UFunction BlueprintPure, Category

bool

 

IsCurrentLevelSequencePlaying()

Check whether the sequence is actively playing.

Public function Static UFunction BlueprintPure, Category

bool

 

IsGameRunning()

Returns true if not in editor or if running the game in PIE or Simulate

Public function Static UFunction BlueprintCallable, Category

bool

 

ModifyLevelSequenceMetadata

(
    UVirtualCameraClipsMetaData* L...
)

Marks a LevelSequence as dirty and saves it, persisting metadata changes

Public function Static UFunction BlueprintCallable, Category

bool

 

ModifyLevelSequenceMetadataForSelects

(
    UVirtualCameraClipsMetaData* L...,
    bool bIsSelected
)

Saves UVirtualCameraClipsMetaData with updated selects information.

Public function Static UFunction BlueprintCallable, Category

void

 

ModifyObjectMetadataTags

(
    UObject* InObject,
    FName InTag,
    FString InValue
)

Modifies a UObject's metadata tags, adding a tag if the tag does not exist.

Public function Static UFunction BlueprintCallable, Category

void

 

PauseCurrentLevelSequence()

Pause the current level sequence

Public function Static UFunction BlueprintCallable, Category

void

 

PilotActor

(
    AActor* SelectedActor
)

Pilot the provided actor using editor scripting

Public function Static UFunction BlueprintCallable, Category

void

 

PlayCurrentLevelSequence()

Play the current level sequence

Public function Static UFunction BlueprintCallable, Category

void

 

SetCurrentLevelSequenceCurrentFrame

(
    int32 NewFrame
)

Set playback position for the current level sequence in frames

Public function Static UFunction BlueprintCallable, Category

TArray< FAss...

 

SortAssetsByTimecodeAssetData

(
    TArray< FAssetData > LevelSequenceA...
)

Sort array of FAssetData by metadata timecode

Public function Static UFunction BlueprintCallable, Category

int32

 

TimecodeToFrameAmount

(
    FTimecode Timecode,
    const FFrameRate& InFrameRate
)

Convert timecode to amount of frames at a given framerate

Public function Static UFunction BlueprintCallable, Category

bool

 

UpdatePostProcessSettingsForCapture

(
    USceneCaptureComponent2D* Capt...,
    float DepthOfField,
    float FStopValue
)

Updates the provided USceneCaptureComponent2D's PostProcessingSettings.

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