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Helper to make all spawnables in all nested sub sequences persist throughout the export process and then restore properly afterwards You should use this when you may have multiple nested sequences, in particularly when using sequencer as the player If you create a player you need to pass in a MovieScene to use
| Name | FAllSpawnableRestoreState |
| Type | struct |
| Header File | /Engine/Source/Editor/MovieSceneTools/Public/MovieSceneToolHelpers.h |
| Include Path | #include "MovieSceneToolHelpers.h" |
Syntax
struct FAllSpawnableRestoreState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAllSpawnableRestoreState
(
TSharedPtr< UE::MovieScene::FSharedPlaybackState > InSharedPlaybackState, |
MovieSceneToolHelpers.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FAllSpawnableRestoreState() |
MovieSceneToolHelpers.h |
Structs
| Name | Remarks |
|---|---|
| FPerMovieScene |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bWasChanged | bool | MovieSceneToolHelpers.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OwnershipMaps | TMap< TWeakObjectPtr< UMovieScene >, FPerMovieScene > | MovieSceneToolHelpers.h | ||
| SharedPlaybackState | TSharedPtr< UE::MovieScene::FSharedPlaybackState > | MovieSceneToolHelpers.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void SaveStateForSpawnable
(
bool& bInOutWasChanged, |
Helper function to set up the SpawnOwnershipMap given the binding, will update if the spawn track was updated | MovieSceneToolHelpers.h |