ULiveLinkComponentController

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UActorComponent

ULiveLinkComponentController

References

Module

LiveLinkComponents

Header

/Engine/Plugins/Animation/LiveLink/Source/LiveLinkComponents/Public/LiveLinkComponentController.h

Include

#include "LiveLinkComponentController.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(LiveLink),
       Meta=(DisplayName="LiveLink Controller", BlueprintSpawnableComponent))
class ULiveLinkComponentController : public UActorComponent

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bDisableEvaluateLiveLinkWhenSpawnable

If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencer.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bEvaluateLiveLink

If false, will not evaluate live link, effectively pausing.

Protected variable

bool

 

bIsDirty

Keep track when component gets registered or controller map gets changed.

Protected variable

TOptional < bool ...

 

bIsSpawnableCache

Cache if the owner is a spawnable.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bUpdateInEditor

Public variable UProperty Category, Meta editinstanceonly

FComponentRefer ...

 

ComponentToControl

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadOnly instanced, noclear

TMap < TSubclass ...

 

ControllerMap

Instanced controllers used to control the desired role

Public variable UProperty Category BlueprintAssignable

FLiveLinkTickDe ...

 

OnLiveLinkUpdated

This Event is triggered any time new LiveLink data is available, including in the editor.

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

FLiveLinkSubjec ...

 

SubjectRepresentation

Constructors

Functions

Name Description

Protected function

void

 

ConvertOldControllerSystem()

Called during loading to convert old data to new scheme.

Protected function Const

TSubclassOf <...

 

GetControllerClassForRoleClass

(
    const TSubclassOf < ULiveLinkRole > ...
)

Protected function Const

TArray < TSub ...

 

GetSelectedRoleHierarchyClasses

(
    const TSubclassOf < ULiveLinkRole > ...
)

Returns an array representing the class hierarchy of the given class

Public function Const

FLiveLinkSub ...

 

GetSubjectRepresentation()

Return Representation of Subject that is used in the controller

Public function Const

bool

 

IsControllerMapOutdated()

Returns true if ControllerMap needs to be updated for the current Role.

Public function

void

 

OnSubjectRoleChanged()

Used to notify that the subject role has changed.

Public function

void

 

SetControllerClassForRole

(
    TSubclassOf < ULiveLinkRole > RoleCl...,
    TSubclassOf < ULiveLinkControllerBas ...
)

Creates an instance of the desired controller class for a specified Role class

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

OnRegister()

Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    ELevelTick TickType,
    FActorComponentTickFunction * T...
)

Function called every frame on this ActorComponent.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

Handles reading, writing, and reference collecting using FArchive .

Deprecated Variables

Name Description

Public variable UProperty instanced, noclear

ULiveLinkContro ...

 

Controller_DEPRECATED

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