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API > API/Editor > API/Editor/SequenceRecorder
| Name | UActorRecording |
| Type | class |
| Header File | /Engine/Source/Editor/SequenceRecorder/Public/ActorRecording.h |
| Include Path | #include "ActorRecording.h" |
Syntax
UCLASS (MinimalAPI)
class UActorRecording : public USequenceRecordingBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USequenceRecordingBase → UActorRecording
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UActorRecording
(
const FObjectInitializer& ObjectInitializer |
ActorRecording.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorSettings | FActorRecordingSettings | ActorRecording.h |
|
|
| AnimationSettings | FAnimationRecordingSettings | The settings to apply to this actor's animation | ActorRecording.h |
|
| bActive | bool | Whether this actor is active and to be recorded when the 'Record' button is pressed. | ActorRecording.h |
|
| bCreateLevelSequence | bool | Whether to create a level sequence for this actor recording | ActorRecording.h |
|
| bRecordToPossessable | bool | Whether to record to 'possessable' (i.e. level-owned) or 'spawnable' (i.e. sequence-owned) actors. | ActorRecording.h |
|
| bSpecifyTargetAnimation | bool | Whether we should specify the target animation or auto-create it | ActorRecording.h |
|
| bWasSpawnedPostRecord | bool | Whether this actor recording was triggered from an actor spawn | ActorRecording.h | |
| TakeNumber | uint32 | Specify the take number for the new recording | ActorRecording.h |
|
| TargetAnimation | TObjectPtr< class UAnimSequence > | The target animation we want to record to | ActorRecording.h |
|
| TargetLevelSequence | TObjectPtr< class ULevelSequence > | The level sequence to record into | ActorRecording.h |
|
| TargetName | FText | Optional target name to record to. If not specified, the actor label will be used | ActorRecording.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorToRecord | TSoftObjectPtr< AActor > | The actor we want to record | ActorRecording.h |
|
| bNewComponentAddedWhileRecording | bool | Flag to track whether we created new components | ActorRecording.h | |
| DuplicatedDynamicComponents | TMap< FObjectKey, TWeakObjectPtr< UActorComponent > > | ActorRecording.h | ||
| Guid | FGuid | Guid that identifies our spawnable in a recorded sequence | ActorRecording.h | |
| SectionRecorders | TArray< TSharedPtr< class IMovieSceneSectionRecorder > > | This actor's current set of section recorders | ActorRecording.h | |
| TrackedComponents | TArray< TWeakObjectPtr< UActorComponent > > | Track components to check if any have changed | ActorRecording.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULevelSequence * GetActiveLevelSequence
(
ULevelSequence* InLevelSequence |
Get the active level sequence, optionally overridden by the target level sequence | ActorRecording.h | |
| Get the object binding for the actor if it exists in the level sequence either as a track with the track name or a tag with the actor label | ActorRecording.h | ||
AActor * GetActorToRecord() |
Get the actor to record. This finds the corresponding actor in the Simulation / PIE world. | ActorRecording.h | |
const FGuid & GetSpawnableGuid() |
Get the Guid that identifies our spawnable in a recorded sequence | ActorRecording.h | |
| Get target name | ActorRecording.h | ||
void InvalidateObjectToRecord() |
Simulate a de-spawned actor | ActorRecording.h | |
void SetActorToRecord
(
AActor* InActor |
Set the actor to record | ActorRecording.h |
Overridden from USequenceRecordingBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UObject * GetObjectToRecord() |
Get the item to record. | ActorRecording.h | |
virtual bool IsActive() |
Get the item to record. | ActorRecording.h | |
virtual bool IsRecording() |
Whether we are currently recording | ActorRecording.h | |
| UItemRecordingBase override | ActorRecording.h | ||
virtual bool StopRecording
(
ULevelSequence* CurrentSequence, |
Stop this recording. Has no effect if we are not currently recording. Sequence can be nullptr | ActorRecording.h | |
virtual void Tick
(
ULevelSequence* CurrentSequence, |
Tick this recording | ActorRecording.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool IsRelevantForRecording
(
AActor* Actor |
Check whether it is worth recording this actor - i.e. is it going to affect the end result of the sequence | ActorRecording.h |