Channels

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Linux

Classes

Name

Description

Public struct

FCommonChannelData

Commonly used channel display names and colors

Public struct

FKeyDataOptimizationParams

Parameter structure passed to UE::MovieScene::Optimize that defines optimization parameters

Public struct

FMovieSceneBoolChannel

Public struct

FMovieSceneByteChannel

Public struct

FMovieSceneChannel

Public struct

FMovieSceneChannelData

Base class channel data utility that provides a consistent interface to a sorted array of times and handles.

Public struct

FMovieSceneChannelEditorDataEntry

Base entry type for use in FMovieSceneChannelProxy that stores editor meta-data and extended editor data for each channel of a given type (one entry per type).

Public struct

FMovieSceneChannelEntry

An entry within FMovieSceneChannelProxy that contains all channels (and editor data) for any given channel type

Public struct

FMovieSceneChannelHandle

Handle to a specific channel in a UMovieSceneSection.

Public struct

FMovieSceneChannelMetaData

Editor meta data for a channel of data within a movie scene section

Public struct

FMovieSceneChannelProxy

Proxy type stored inside UMovieSceneSection for access to all its channels.

Public struct

FMovieSceneChannelProxyData

Construction helper that is required to create a new FMovieSceneChannelProxy from multiple channels

Public struct

FMovieSceneFloatChannel

Public struct

FMovieSceneFloatValue

Public struct

FMovieSceneIntegerChannel

Public struct

FMovieSceneKeyHandleMap

A map of key handles that is copyable, but does not copy data on copy

Public struct

FMovieSceneObjectPathChannel

Public struct

FMovieSceneObjectPathChannelKeyValue

Key value type for object path channels that stores references to objects as both a hard and soft reference, to ensure compatability with both sub objects and async loading

Public struct

FMovieSceneTangentData

Public struct

TMovieSceneChannelData

Templated channel data utility class that provides a consistent interface for interacting with a channel's keys and values.

Public struct

TMovieSceneChannelHandle

Forward declaration of a typed channel handle.

Public struct

TMovieSceneChannelTraits

Traits structure to be specialized for any channel type passed to FMovieSceneChannelProxy

Public struct

TMovieSceneChannelTraitsBase

Traits structure to be specialized for any channel type passed to FMovieSceneChannelProxy

Public struct

TMovieSceneExternalValue

Typed external value that can be used to define how to access the current value on an object for any given channel of data.

Functions

Name Description

Public function

FKeyHandle

 

AddKeyToChannel

(
    FMovieSceneFloatChannel* Chann...,
    FFrameNumber InFrameNumber,
    float InValue,
    EMovieSceneKeyInterpolation Interpo...
)

Overload for adding a new key to a float channel at a given time.

Public function

void

 

AssignValue

(
    FMovieSceneFloatChannel* InCha...,
    FKeyHandle InKeyHandle,
    float InValue
)

Public function

void

 

Dilate

(
    FMovieSceneFloatChannel* InCha...,
    FFrameNumber Origin,
    float DilationFactor
)

Overload for dilating float channel data. See UE::MovieScene::Dilate for default implementation.

Public function

FKeyHandle

 

UE::MovieScene::AddKeyToChannel

(
    ChannelType* InChannel,
    FFrameNumber InTime,
    ValueType&& Value,
    EMovieSceneKeyInterpolation Interpo...
)

Add a key to a channel, or update an existing key if one already exists at this time

Public function

bool

 

UE::MovieScene::AssignValue

(
    ChannelType* InChannel,
    FKeyHandle InKeyHandle,
    ValueType&& InValue
)

Called to assign a specific value in a channel.

Public function

bool

 

UE::MovieScene::EvaluateChannel

(
    const ChannelType* InChannel,
    FFrameTime InTime,
    ValueType& OutValue
)

Called to evaluate a channel. Overload with specific channel types for custom behaviour.

Public function

TEnableIf< T...

 

UE::MovieScene::GetChannelDefault

(
    ChannelType* Channel,
    ValueType& OutDefaultValue
)

Gets the default value for the channel if set

Public function

TEnableIf<&#...

 

UE::MovieScene::GetChannelDefault

(
    ChannelType* Channel,
    ValueType& OutDefaultValue
)

Public function

bool

 

UE::MovieScene::GetKeyValue

(
    ChannelType* InChannel,
    FKeyHandle InKeyHandle,
    ValueType& OutValue
)

Public function

void

 

UE::MovieScene::Optimize

(
    ChannelType* InChannel,
    const FKeyDataOptimizationParams& ...
)

Optimize the specified channel by removing any redundant keys

Public function

TEnableIf< T...

 

UE::MovieScene::RemoveChannelDefault

(
    ChannelType* Channel
)

Removes a channel's default value

Public function

TEnableIf<&#...

 

UE::MovieScene::RemoveChannelDefault

(
    ChannelType* Channel
)

Public function

TEnableIf<&#...

 

UE::MovieScene::SetChannelDefault

(
    ChannelType* Channel,
    ValueType&& DefaultValue
)

Public function

TEnableIf< T...

 

UE::MovieScene::SetChannelDefault

(
    ChannelType* Channel,
    ValueType&& DefaultValue
)

Set a channel's default value

Public function

bool

 

UE::MovieScene::ValueExistsAtTime

(
    const ChannelType* InChannel,
    FFrameNumber InTime,
    const ValueType& InValue
)

Check whether the specified value already exists at the specified time

Public function

bool

 

ValueExistsAtTime

(
    const FMovieSceneFloatChannel*...,
    FFrameNumber InFrameNumber,
    float Value
)

Public function

bool

 

ValueExistsAtTime

(
    const FMovieSceneFloatChannel*...,
    FFrameNumber InFrameNumber,
    const FMovieSceneFloatValue& InVal...
)

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