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API > API/Editor > API/Editor/SequenceRecorder
| Name | ISequenceRecorder |
| Type | class |
| Header File | /Engine/Source/Editor/SequenceRecorder/Public/ISequenceRecorder.h |
| Include Path | #include "ISequenceRecorder.h" |
Syntax
class ISequenceRecorder : public IModuleInterface
Implements Interfaces
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Adds a new recording group and picks a default name. | ISequenceRecorder.h | ||
void AddSequenceRecorderExtender
(
TSharedPtr< ISequenceRecorderExtender > SequenceRecorderExternder |
Add an extension to the SequenceRecorder | ISequenceRecorder.h | |
TUniquePtr< ISequenceAudioRecorder > CreateAudioRecorder() |
Attempt to create an audio recorder | ISequenceRecorder.h | |
| Duplicates the current recording group if any. | ISequenceRecorder.h | ||
TWeakObjectPtr< USequenceRecorderActorGroup > GetCurrentRecordingGroup() |
Returns the current recording group (if any), otherwise returns nullptr. | ISequenceRecorder.h | |
FQualifiedFrameTime GetCurrentRecordingLength() |
How long is the currently recording sequence | ISequenceRecorder.h | |
| Returns a list of names for the recording groups stored in this map. | ISequenceRecorder.h | ||
| Get the spawnable Guid in the currently recording movie scene for the specified actor. | ISequenceRecorder.h | ||
FString GetSequenceRecordingBasePath() |
Get the directory that the sequence should record into. | ISequenceRecorder.h | |
FString GetSequenceRecordingName() |
Get the name the of the sequence recording. | ISequenceRecorder.h | |
uint32 GetTakeNumberForActor
(
AActor* InActor |
Get the take number of an actor that is queued to record in the current group | ISequenceRecorder.h | |
bool HasAudioRecorder() |
Check whether we have an audio recorder registered or not | ISequenceRecorder.h | |
bool IsRecording() |
Are we currently recording a sequence | ISequenceRecorder.h | |
TWeakObjectPtr< USequenceRecorderActorGroup > LoadRecordingGroup
(
const FName Name |
Attempts to load a recording group from the specified name. | ISequenceRecorder.h | |
void NotifyActorStartRecording
(
AActor* Actor |
Notify we should start recording an actor - usually used for 'actor pooling' implementations to simulate spawning. | ISequenceRecorder.h | |
void NotifyActorStopRecording
(
AActor* Actor |
Notify we should stop recording an actor - usually used for 'actor pooling' implementations to simulate de-spawning. | ISequenceRecorder.h | |
FOnRecordingFinished & OnRecordingFinished() |
Get the sequence recorder finished delegate | ISequenceRecorder.h | |
FOnRecordingGroupAdded & OnRecordingGroupAdded() |
Get the Recording Group added delegate | ISequenceRecorder.h | |
FOnRecordingStarted & OnRecordingStarted() |
Get the sequence recorder started delegate | ISequenceRecorder.h | |
UActorRecording * QueueActorToRecord
(
AActor* ActorToRecord |
Add an actor to be recorded when the next recording pass begins | ISequenceRecorder.h | |
USequenceRecordingBase * QueueObjectToRecord
(
UObject* ObjectToRecord |
Add an object to be recorded when the next recording pass begins | ISequenceRecorder.h | |
bool RecordSingleNodeInstanceToAnimation
(
USkeletalMeshComponent* PreviewComponent, |
Play the current single node instance on the PreviewComponent from time [0, GetLength()], and record to NewAsset | ISequenceRecorder.h | |
FDelegateHandle RegisterAudioRecorder
(
const TFunction< TUniquePtr< ISequenceAudioRecorder >()>& FactoryFunction |
Register a function that will return a new audio capturer for the specified parameters | ISequenceRecorder.h | |
void RemoveCurrentRecordingGroup() |
Removes the current recording group if any. Will make GetRecordingGroup() return nullptr. | ISequenceRecorder.h | |
void RemoveSequenceRecorderExtender
(
TSharedPtr< ISequenceRecorderExtender > SequenceRecorderExternder |
Remove an extension from the SequenceRecorder | ISequenceRecorder.h | |
bool StartRecording
(
UWorld* World, |
Start recording the passed-in actors. | ISequenceRecorder.h | |
bool StartRecording
(
TArrayView< AActor*const > ActorsToRecord, |
Start a recording, possibly with some delay (specified by the sequence recording settings). | ISequenceRecorder.h | |
bool StartRecording
(
AActor* ActorToRecord, |
Start a recording, possibly with some delay (specified by the sequence recording settings). | ISequenceRecorder.h | |
void StopRecording() |
Stop recording current sequence, if any | ISequenceRecorder.h | |
void UnregisterAudioRecorder
(
FDelegateHandle RegisteredHandle |
Unregister a previously registered audio recorder factory function | ISequenceRecorder.h |