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Data structure used internally to represent the bindings of a sequence recursively
| Name | FSequenceBindingTree |
| Type | struct |
| Header File | /Engine/Source/Editor/MovieSceneTools/Public/SequenceBindingTree.h |
| Include Path | #include "SequenceBindingTree.h" |
Syntax
struct FSequenceBindingTree
Structs
| Name | Remarks |
|---|---|
| FSequenceIDStack | Stack of sequence IDs from parent to child |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveSequence | FObjectKey | The currently 'active' sequence from which to generate relative IDs | SequenceBindingTree.h | |
| ActiveSequenceID | FMovieSceneSequenceID | The ID of the currently 'active' sequence from which to generate relative IDs | SequenceBindingTree.h | |
| ActiveSequenceNode | TSharedPtr< FSequenceBindingNode > | The node relating to the currently active sequence ID (if any) | SequenceBindingTree.h | |
| bIsEmpty | bool | Whether the tree is considered empty | SequenceBindingTree.h | |
| CachedSequenceSignatures | TMap< FObjectKey, FGuid > | Map of sequence to its signature the last time we were built | SequenceBindingTree.h | |
| Hierarchy | TMap< UE::MovieScene::FFixedObjectBindingID, TSharedPtr< FSequenceBindingNode > > | Map of hierarchical information | SequenceBindingTree.h | |
| TopLevelNode | TSharedPtr< FSequenceBindingNode > | The top level (root) node in the tree | SequenceBindingTree.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ConditionalRebuild
(
UMovieSceneSequence* InSequence, |
Conditionally reconstruct the tree structure from the specified sequence if any of the sequences have changed since the last population | SequenceBindingTree.h | |
TSharedPtr< FSequenceBindingNode > FindNode
(
UE::MovieScene::FFixedObjectBindingID BindingID |
Find a node in the tree | SequenceBindingTree.h | |
void ForceRebuild
(
UMovieSceneSequence* InSequence, |
Construct the tree structure from the specified sequence. | SequenceBindingTree.h | |
TSharedRef< FSequenceBindingNode > GetRootNode() |
Get the root of the tree | SequenceBindingTree.h | |
bool IsEmpty() |
SequenceBindingTree.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void Sort
(
TSharedRef< FSequenceBindingNode > Node |
Recursive sort helper for a sequence binding node | SequenceBindingTree.h |