SequenceRecorder

Windows
MacOS
Linux

Classes

Name

Description

Public class

ASequenceRecorderGroup

Public struct

FActorRecordingSettings

Public struct

FAnimationRecorder

Records the mesh pose to animation input

Public struct

FAnimationRecorderManager

Public struct

FAnimRecorderInstance

Public class

FMovieScenePropertyRecorder

Recorder for a simple property of type PropertyType

Public class

FMovieScenePropertyRecorderEnum

Recorder for a simple property of type enum

Public struct

FPropertiesToRecordForActorClass

Public struct

FPropertiesToRecordForClass

Public struct

FPropertyKey

Helper struct for recording properties

Public struct

FSequenceAudioRecorderSettings

Sequencer version of the audio recording settings.

Public struct

FSequenceRecorderActorFilter

Public struct

FSettingsForActorClass

Public struct

FTakeInfo

Public class

IMovieScenePropertyRecorder

Interface for a generic property recorder

Public class

IMovieSceneSectionRecorder

A recorder class used to create and populate individual sections in level sequences

Public class

IMovieSceneSectionRecorderFactory

Factory class interface that allows the recorder to determine what recorders to apply to actors/components/objects it is presented with.

Public class

ISequenceAudioRecorder

Public class

ISequenceRecorder

Public class

ISequenceRecorderExtender

Public class

UActorRecording

Public class

USequenceRecorderActorGroup

Public class

USequenceRecorderBlueprintLibrary

Public class

USequenceRecorderSettings

Public class

USequenceRecordingBase

Typedefs

Enums

Name

Description

Public enum

EAudioRecordingMode

Enum denoting if (and how) to record audio

Functions

Name Description

Public function Static

bool

 

SequenceRecorderUtils::DoesTakeExist

(
    const FString& AssetPath,
    const FString& ActorName,
    const FString& SessionName,
    uint32 TakeNumber
)

Public function Static

UObject *...

 

SequenceRecorderUtils::DuplicateAsset

(
    const FString& BaseAssetPath,
    const FString& BaseAssetName,
    UObject* ObjectToDuplicate
)

Public function Static

int32

 

SequenceRecorderUtils::GetNewTakeNumber

(
    const FString& AssetPath,
    const FString& ActorName,
    const FString& SessionName,
    uint32 TakeNumber
)

Public function Static

AssetType &#...

 

SequenceRecorderUtils::MakeNewAsset

(
    const FString& BaseAssetPath,
    const FString& BaseAssetName
)

Utility function that creates an asset with the specified asset path and name.

Public function Static

FString

 

SequenceRecorderUtils::MakeNewAssetName

(
    const FString& BaseAssetPath,
    const FString& BaseAssetName
)

Public function Static

FString

 

SequenceRecorderUtils::MakeTakeName

(
    const FString& ActorName,
    const FString& SessionName,
    uint32 TakeNumber
)

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