UMovieSceneSequence

Abstract base class for movie scene animations (C++ version).

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Inheritance Hierarchy

References

Module

MovieScene

Header

/Engine/Source/Runtime/MovieScene/Public/MovieSceneSequence.h

Include

#include "MovieSceneSequence.h"

Syntax

class UMovieSceneSequence : public UMovieSceneSignedObject

Remarks

Abstract base class for movie scene animations (C++ version).

Variables

Name Description

Protected variable

bool

 

bParentContextsAreSignificant

True if the result of GetParentObject is significant in object resolution for LocateBoundObjects.

Protected variable

bool

 

bPlayableDirectly

When true, this sequence should be compiled as if it is playable directly (outside of a master sequence).

Public variable

EMovieSceneComp ...

 

DefaultCompletionMode

The default completion mode for this movie scene when a section's completion mode is set to project default

Public variable

FMovieSceneEval ...

 

PrecompiledEvaluationTemplate

Constructors

Name Description

Public function

UMovieSceneSequence

(
    const FObjectInitializer & Init
)

Functions

Name Description

Public function Virtual Const

bool

 

AllowsSpawnableObjects()

Whether objects can be spawned at run-time.

Public function Const

bool

 

AreParentContextsSignificant()

True if the result of GetParentObject is significant in object resolution for LocateBoundObjects.

Public function Virtual

void

 

BindPossessableObject

(
    const FGuid & ObjectId,
    UObject & PossessedObject,
    UObject * Context
)

Called when Sequencer has created an object binding for a possessable object

Public function Virtual Const

bool

 

CanAnimateObject

(
    UObject & InObject
)

Specifies whether this sequence can animate the object in question (either as a spawnable or possessable)

Public function Virtual Const

bool

 

CanPossessObject

(
    UObject & Object,
    UObject * InPlaybackContext
)

Check whether the given object can be possessed by this animation.

Public function Virtual Const

bool

 

CanRebindPossessable

(
    const FMovieScenePossessable & InPo...
)

Specifies whether this sequence allows rebinding of the specified possessable

Public function Virtual

UObject *...

 

CreateDirectorInstance

(
    IMovieScenePlayer & Player
)

Called to retrieve or construct a director instance to be used for the specified player

Public function Virtual

FGuid

 

CreatePossessable

(
    UObject * ObjectToPossess
)

Called to add a new possessable for the specified object

Public function Virtual

FGuid

 

CreateSpawnable

(
    UObject * ObjectToSpawn
)

Called to add a new spawnable for the specified object

Public function Const

FMovieSceneO ...

 

FindBindingByTag

(
    FName InBindingName
)

Find the first object binding ID associated with the specified tag name (set up through RMB->Expose on Object bindings from within sequencer)

Public function Const

const TArray ...

 

FindBindingsByTag

(
    FName InBindingName
)

Find all object binding IDs associated with the specified tag name (set up through RMB->Expose on Object bindings from within sequencer)

Public function Const

FGuid

 

FindPossessableObjectId

(
    UObject & Object,
    UObject * Context
)

Attempt to find the guid relating to the specified object

Public function Virtual Const

void

 

GatherExpiredObjects

(
    const FMovieSceneObjectCache & InOb...,
    TArray < FGuid >& OutInvalidIDs
)

Called to validate the specified object cache by removing anything that should be deemed out of date

Public function Virtual Const

FText

 

GetDisplayName()

Get the display name for this movie sequence

Public function Virtual Const

UMovieScene ...

 

GetMovieScene()

Get the movie scene that controls this animation.

Public function Virtual Const

UObject *...

 

GetParentObject

(
    UObject * Object
)

Get the logical parent object for the supplied object (not necessarily its outer).

Public function Const

bool

 

IsPlayableDirectly()

Check whether this sequence is playable directly outside of a master sub sequence or not

Public function Const

TArray < UObj ...

 

LocateBoundObjects

(
    const FGuid & ObjectId,
    UObject * Context
)

Locate all the objects that correspond to the specified object ID, using the specified context

Public function Virtual Const

void

 

LocateBoundObjects

(
    const FGuid & ObjectId,
    UObject * Context,
    TArray < UObject *, TInlineAlloc ...
)

Locate all the objects that correspond to the specified object ID, using the specified context

Public function Virtual

UObject *...

 

MakeSpawnableTemplateFromInstance

(
    UObject & InSourceObject,
    FName ObjectName
)

Create a spawnable object template from the specified source object

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform * TargetP...
)

Public function

void

 

SetPlayableDirectly

(
    bool bInPlayableDirectly
)

Assign whether this sequence is playable directly outside of a master sub sequence or not

Public function Virtual

void

 

UnbindInvalidObjects

(
    const FGuid & ObjectId,
    UObject * Context
)

Unbinds specific objects from the provided GUID that do not resolve

Public function Virtual

void

 

UnbindObjects

(
    const FGuid & ObjectId,
    const TArray < UObject * >& InO...,
    UObject * Context
)

Unbinds specific objects from the provided GUID

Public function Virtual

void

 

UnbindPossessableObjects

(
    const FGuid & ObjectId
)

Unbinds all possessable objects from the provided GUID.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

void

 

PostLoad()

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

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

Handles reading, writing, and reference collecting using FArchive .

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