MatineeExporter

Main Matinee Exporter class. Except for CImporter, consider the other classes as private.

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MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/MatineeExporter.h

Include

#include "MatineeExporter.h"

Syntax

class MatineeExporter

Remarks

Main Matinee Exporter class. Except for CImporter, consider the other classes as private.

Variables

Name Description

Protected variable

bool

 

bBakeKeys

When true, a key will exported per frame at the set frames-per-second (FPS).

Protected variable

bool

 

bKeepHierarchy

When true, we'll export with hierarchical relation of attachment with relative transform

Destructors

Name Description

Public function Virtual

~MatineeExporter()

Functions

Name Description

Public function

void

 

CloseDocument()

Closes the file, releasing its memory.

Public function

void

 

CreateDocument()

Creates and readies an empty document for export.

Public function

void

 

ExportBrush

(
    ABrush* Actor,
    UModel* Model,
    bool bConvertToStaticMesh,
    INodeNameAdapter& NodeNameAdapter
)

Exports the mesh and the actor information for a brush actor.

Public function

void

 

ExportCamera

(
    ACameraActor* Actor,
    bool bExportComponents,
    INodeNameAdapter& NodeNameAdapter
)

Exports the camera-specific information for a camera actor.

Public function

void

 

ExportLevelMesh

(
    ULevel* Level,
    bool bSelectedOnly,
    INodeNameAdapter& NodeNameAdapter,
    bool bSaveAnimSeq
)

Exports the basic scene information to a file.

Public function

void

 

ExportLight

(
    ALight* Actor,
    INodeNameAdapter& NodeNameAdapter
)

Exports the light-specific information for a light actor.

Public function

bool

 

ExportMatinee

(
    AMatineeActor* InMatineeActor
)

Exports the given Matinee sequence information into a file.

Public function

void

 

ExportStaticMesh

(
    AActor* Actor,
    UStaticMeshComponent* StaticMe...,
    INodeNameAdapter& NodeNameAdapter
)

Exports the mesh and the actor information for a static mesh actor.

Public function

void

 

FillExportOptions

(
    bool BatchMode,
    bool bShowOptionDialog,
    const FString& FullPath,
    bool& OutOperationCanceled,
    bool& bOutExportAll
)

Load the export option from the last save state and show the dialog if bShowOptionDialog is true.

Public function

void

 

SetKeepHierarchy

(
    bool bInKeepHierarchy
)

Public function

void

 

SetTrasformBaking

(
    bool bBakeTransforms
)

Public function

void

 

WriteToFile

(
    const TCHAR* Filename
)

Writes the file to disk and releases it.

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