unreal.TakeRecorderSource

class unreal.TakeRecorderSource(outer=None, name='None')

Bases: unreal.Object

Base class for all sources that can be recorded with the Take Recorder. Custom recording sources can be created by inheriting from this class and implementing the Start/Tick/Stop recording functions. The level sequence that the recording is being placed into is provided so that the take can decide to store the data directly in the resulting level sequence, but sources are not limited to generating data in the specified Level Sequence. The source should be registered with the ITakeRecorderModule for it to show up in the Take Recorder UI. If creating a recording setup via code you can just add instances of your Source to the UTakeRecorderSources instance you’re using to record and skip registering them with the module.

Sources should reset their state before recording as there is not a guarantee that the object will be newly created for each recording.

C++ Source:

  • Plugin: Takes

  • Module: TakesCore

  • File: TakeRecorderSource.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enabled (bool): [Read-Write] Enabled: True if this source is cued for recording or not

  • take_number (int32): [Read-Write] Take Number

  • track_tint (Color): [Read-Write] Track Tint

property enabled

[Read-Write] Enabled: True if this source is cued for recording or not

Type

(bool)

property take_number

[Read-Write] Take Number

Type

(int32)

property track_tint

[Read-Write] Track Tint

Type

(Color)