FSequenceBindingTree::ForceRebuild

Construct the tree structure from the specified sequence.

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References

Module

MovieSceneTools

Header

/Engine/Source/Editor/MovieSceneTools/Public/SequenceBindingTree.h

Include

#include "SequenceBindingTree.h"

Source

/Engine/Source/Editor/MovieSceneTools/Private/SequenceBindingTree.cpp

Syntax

void ForceRebuild
(
    UMovieSceneSequence * InSequence,
    FObjectKey InActiveSequence,
    FMovieSceneSequenceID InActiveSequenceID
)

Remarks

Construct the tree structure from the specified sequence.

Parameters

Parameter

Description

InSequence

The sequence to generate the tree for

InActiveSequence

A sequence at which point we can start to generate localally resolving IDs

InActiveSequenceID

The sequence ID for the above sequence within the root context