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Module |
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Header |
/Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneSequenceInstance.h |
Include |
#include "EntitySystem/MovieSceneSequenceInstance.h" |
struct FSequenceInstance
A sequence instance represents a specific instance of a currently playing sequence, either as a top-level sequence in an IMovieScenePlayer, or as a sub sequence. Any given sequence asset may have any number of instances created for it at any given time depending on how many times it is referenced by playing sequences
Name | Description | ||
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Ledger |
Ledger that tracks all currently instantiated entities for this instance |
Name | Description | |
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FSequenceInstance ( |
Sequence instances are not copyable |
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FSequenceInstance ( |
Move constructors implemented in cpp to avoid includes for TUniquePtr |
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FSequenceInstance ( |
Constructor for top level sequences |
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FSequenceInstance ( |
Constructor for sub sequences |
Name | Description | |
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~FSequenceInstance() |
Destructor |
Name | Description | ||
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DestroyImmediately |
Destroy this sequence instance immediately - Finish must previously have been called |
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DissectContext ( |
Called only for top-level sequence instances before any updates to it with the specified context. |
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EnableGlobalPreAnimatedStateCapture |
Indicate that this sequence instance should capture any and all changes of state so they can be restored later |
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FMovieSceneE... |
FindEntity |
Attempt to locate an entity given its owner and ID |
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FInstanceHan... |
FindSubInstance ( |
Attempt to locate a sub instance based on its sequence ID |
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Finish |
Mark this instance as finished, causing all its entities to be unlinked and the instance to become inactive at the end of the next update. |
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const FMovie... |
GetContext() |
Get the evaluation context for the current frame |
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FInstanceHan... |
GetInstanceHandle() |
Gets the handle to this instance |
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const FMovie... |
GetLegacyEvaluator() |
Retrieve the legacy evaluator for this sequence, if it is available (may return nullptr) |
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IMovieSceneP... |
GetPlayer() |
Retrieve the IMovieScenePlayer that is playing back the top level sequence for this instance |
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FInstanceHan... |
GetRootInstanceHandle() |
Get a handle to the root instance for this sub sequence instance |
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FMovieSceneS... |
GetSequenceID() |
Retrieve the SequenceID for this instance |
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GetSerialNumber() |
Get the serial number for this sequence instance that it was created with on construction. |
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FSubSequence... |
GetSubSequencePath() |
Retrieve a path for this sequence instance back to the root |
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HasEverUpdated() |
Check whether this sequence instance has ever been updated or not |
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HasFinished() |
Check whether this sequence instance has finished evaluating |
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InvalidateCachedData |
Invalidate any cached data that may be being used for evaluation due to a change in the source asset data |
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IsCapturingGlobalPreAnimatedState() |
Check whether this sequence instance is capturing any and all changes of state so they can be restored later |
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IsRootSequence() |
Returns whether this instance is the root instance. |
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IsSubSequence() |
Returns whether this instance is a sub sequence. |
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OverrideRootSequence ( |
Called to override the simulated root sequence ID for this instance. |
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PostEvaluation |
Called when this sequence instance has been evaluated in order for it to do any clean-up or other post-update work |
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PreEvaluation |
Called when this instance has been queued for evaluation in order for it to do any pre-work setup. |
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RunLegacyTrackTemplates() |
Called to run legacy track templates |
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SetContext ( |
Get the evaluation context for the current frame |
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SetFinished ( |
Indicate that this sequence instance has finished evaluation and should remove its entities |
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Start ( |
Called for root level instances that have either never evaluated, or have previously finished evaluating |
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Update ( |
Called after dissection for root level instances in order for this sequence instacne to update any entities it needs for evaluation. |
Name | Description | ||
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FSequenceIns... |
operator= ( |
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FSequenceIns... |
operator= ( |