UAjaTimecodeProvider

Class to fetch a timecode via an AJA card.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

AjaMedia

Header

/Engine/Plugins/Media/AjaMedia/Source/AjaMedia/Public/AjaTimecodeProvider.h

Include

#include "AjaTimecodeProvider.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew,
       Meta=(DisplayName="AJA SDI Input", MediaIOCustomLayout="AJA"))
class UAjaTimecodeProvider :
    public UGenlockedTimecodeProvider ,
    public FTickableGameObject

Remarks

Class to fetch a timecode via an AJA card. When the signal is lost in the editor (not in PIE), the TimecodeProvider will try to re-synchronize every second.

Variables

Name Description

Public variable UProperty Category, EditAnywhere

bool

 

bUseDedicatedPin

Should we read the timecode from a dedicated LTC pin or an SDI input.

Public variable UProperty Category, EditAnywhere, Meta

bool

 

bUseReferenceIn

Read LTC timecode from reference pin. Will fail if device doesn't support that feature.

Public variable UProperty Category, EditAnywhere, Meta

FAjaMediaTimeco ...

 

LTCConfiguration

Where to read LTC timecode from with which FrameRate expected

Public variable UProperty Category, EditAnywhere, Meta

FAjaMediaTimeco ...

 

VideoConfiguration

It read the timecode from an input source.

Constructors

Name Description

Public function

UAjaTimecodeProvider

(
    const FObjectInitializer & ObjectIn...
)

Overridden from UTimecodeProvider

Name Description

Public function Virtual

bool

 

FetchTimecode

(
    FQualifiedFrameTime & OutFrameTime
)

Fetch current timecode from its source.

Public function Virtual Const

ETimecodePro ...

 

GetSynchronizationState()

The state of the TimecodeProvider and if it's currently synchronized and the Timecode and FrameRate getters are valid.

Public function Virtual

bool

 

Initialize

(
    UEngine * InEngine
)

This Provider became the Engine's Provider.

Public function Virtual

void

 

Shutdown

(
    UEngine * InEngine
)

This Provider stopped being the Engine's Provider.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

Handles reading, writing, and reference collecting using FArchive .

Overridden from FTickableGameObject

Name Description

Public function Virtual Const

bool

 

IsTickableInEditor()

Used to determine whether the object should be ticked in the editor.

Public function Virtual Const

bool

 

IsTickableWhenPaused()

Used to determine if an object should be ticked when the game is paused.

Overridden from FTickableObjectBase

Name Description

Public function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Public function Virtual Const

ETickableTic ...

 

GetTickableTickType()

Virtual that can be overloaded by the inheriting class.

Public function Virtual Const

bool

 

IsTickable()

Virtual that can be overloaded by the inheriting class.

Public function Virtual

void

 

Tick

(
    float DeltaTime
)

Pure virtual that must be overloaded by the inheriting class.

Classes

Name

Description

Public struct

FAJACallback

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback