FMovieScenePreAnimatedState

Class that caches pre-animated state for objects that were manipulated by sequencer

Windows
MacOS
Linux

References

Module

MovieScene

Header

/Engine/Source/Runtime/MovieScene/Public/Evaluation/MovieScenePreAnimatedState.h

Include

#include "Evaluation/MovieScenePreAnimatedState.h"

Syntax

class FMovieScenePreAnimatedState

Remarks

Class that caches pre-animated state for objects that were manipulated by sequencer

Constructors

Destructors

Functions

Name Description

Public function Const

bool

 

ContainsAnyStateForSequence()

Search the global pre-animated state extension for any captured state that originated from this sequence WARNING: This is a linear search across all state, and so is potentially very slow

Public function

void

 

DiscardAndRemoveEntityTokensForObject

(
    UObject& Object
)

Discard any tokens that relate to the requested object (ie sections or tracks) without restoring the values.

Public function

void

 

DiscardEntityTokens()

Discard any tokens that relate to entity animation (ie sections or tracks) without restoring the values.

Public function

void

 

Initialize

Public function

void

 

OnDisableGlobalCapture()

Called when global capture has been disabled for this player

Public function

void

 

OnEnableGlobalCapture

Called when global capture has been enabled for this player

Public function

void

 

OnFinishedEvaluating

(
    const FMovieSceneEvaluationKey& Ke...
)

Public function

void

 

OnFinishedEvaluating

(
    const UObject* EvaluationHook,
    FMovieSceneSequenceID SequenceID
)

Public function

void

 

OnObjectsReplaced

(
    const TMap< UObject*, UObject ...
)

Called when objects have been replaced so that pre animated state can swap out to the new objects

Public function

void

 

RestorePreAnimatedState()

Public function

void

 

RestorePreAnimatedState

(
    UObject& Object
)

Public function

void

 

RestorePreAnimatedState

(
    UClass* GeneratedClass
)

Public function

void

 

RestorePreAnimatedState

(
    UObject& Object,
    TFunctionRef< bool...
)

Public function

void

 

SavePreAnimatedState

(
    FMovieSceneAnimTypeID InTokenType,
    const IMovieScenePreAnimatedGlobalT...
)

Save the current state of the environment as defined by the specified token producer, identified by a specific anim type ID This will use the currently evaluating track template, evaluation hook or track instance (and its 'When Finished' property) as the capture source

Public function

void

 

SavePreAnimatedState

(
    UObject& InObject,
    FMovieSceneAnimTypeID InTokenType,
    const IMovieScenePreAnimatedTokenPr...
)

Save the current state of an object as defined by the specified token producer, identified by a specific anim type ID This will use the currently evaluating track template, evaluation hook or track instance (and its 'When Finished' property) as the capture source

Operators

Name Description

Public function

FMovieSceneP...

 

operator=

(
    const FMovieScenePreAnimatedState&
)

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss