UInterpTrackDirector

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Matinee/InterpTrackDirector.h

Include

#include "Matinee/InterpTrackDirector.h"

Syntax

class UInterpTrackDirector : public UInterpTrack

Variables

Name Description

Public variable

TArray< struct ...

 

CutTrack

Array of cuts between cameras.

Constructors

Name Description

Public function

UInterpTrackDirector

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

const int32

 

GenerateCameraShotNumber

(
    int32 KeyIndex
)

Get an autogenerated Camera Shot name for a given key frame index

Public function Const

const FStrin...

 

GetFormattedCameraShotName

(
    int32 KeyIndex
)

Public function Const

int32

 

GetNearestKeyframeIndex

(
    float KeyTime
)

Get the keyframe index nearest the time, without going over

Public function Const

ACameraActor...

 

GetPreviewCamera()

Get the preview camera actor, if any

Public function Const

const FStrin...

 

GetViewedCameraShotName

(
    float CurrentTime
)

For the supplied time, get the name of our camera shot

Public function

FName

 

GetViewedGroupName

(
    float CurrentTime,
    float& CutTime,
    float& CutTransitionTime
)

For the supplied time, find which group name we should be viewing from.

Public function

bool

 

UpdatePreviewCamera

(
    AMatineeActor* MatineeActor,
    bool bIsSelected
)

Update the preview camera actor based on track selection

Overridden from UInterpTrack

Name Description

Public function Virtual

int32

 

AddKeyframe

(
    float Time,
    UInterpTrackInst* TrInst,
    EInterpCurveMode InitInterpMode
)

Adds a keyframe at the given time to the track.

Public function Virtual

void

 

DrawTrack

(
    FCanvas* Canvas,
    UInterpGroup* Group,
    const FInterpTrackDrawParams& Para...
)

Draw this track with the specified parameters

Public function Virtual

int32

 

DuplicateKeyframe

(
    int32 KeyIndex,
    float NewKeyTime,
    UInterpTrack* ToTrack
)

Duplicates the given key.

Public function Virtual

bool

 

GetClosestSnapPosition

(
    float InPosition,
    TArray< int32 >& IgnoreKeys,
    float& OutPosition
)

Gets the position of the closest key with snapping incorporated.

Public function Virtual Const

const FStrin...

 

GetEdHelperClassName()

Get the name of the class used to help out when adding tracks, keys, etc. in UnrealEd.

Public function Virtual Const

int32

 

GetKeyframeIndex

(
    float KeyTime
)

Get the index of the keyframe with the given time.

Public function Virtual Const

float

 

GetKeyframeTime

(
    int32 KeyIndex
)

Get the time of the keyframe with the given index.

Public function Virtual Const

int32

 

GetNumKeyframes()

Public function Virtual Const

const FStrin...

 

GetSlateHelperClassName()

Get the name of the class used to help out when adding tracks, keys, etc. in Slate.

Public function Virtual Const

void

 

GetTimeRange

(
    float& StartTime,
    float& EndTime
)

Gathers the range that spans all keyframes.

Public function Virtual Const

float

 

GetTrackEndTime()

Public function Virtual Const

UTexture2D &...

 

GetTrackIcon()

Public function Virtual

void

 

PreviewUpdateTrack

(
    float NewPosition,
    UInterpTrackInst* TrInst
)

Updates the instance of this track based on the new position. This is for editor preview.

Public function Virtual

void

 

RemoveKeyframe

(
    int32 KeyIndex
)

Removes the given key from the array of keys in the track.

Public function Virtual

int32

 

SetKeyframeTime

(
    int32 KeyIndex,
    float NewKeyTime,
    bool bUpdateOrder
)

Changes the time of the given key with the new given time.

Public function Virtual

void

 

UpdateTrack

(
    float NewPosition,
    UInterpTrackInst* TrInst,
    bool bJump
)

Updates the instance of this track based on the new position.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

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