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