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API > API/Plugins > API/Plugins/AvalancheMedia > API/Plugins/AvalancheMedia/UAvaPlayableLibrary
Description
Push a playable sync event with the given signature on the cluster. The action will complete when the event has occured on all nodes of the cluster. The event signature includes the playable id as well. Therefore, the given signature need only be unique in terms of any sequence of synchronized events for the given playable.
| Name | PlayableSyncEventLatent |
| Type | function |
| Header File | /Engine/Plugins/VirtualProduction/Avalanche/Source/AvalancheMedia/Public/Playable/AvaPlayableLibrary.h |
| Include Path | #include "Playable/AvaPlayableLibrary.h" |
| Source | /Engine/Plugins/VirtualProduction/Avalanche/Source/AvalancheMedia/Private/Playable/AvaPlayableLibrary.cpp |
UFUNCTION (BlueprintCallable, Category="Motion Design|Playable",
Meta=(Latent, LatentInfo="InLatentInfo", WorldContext="InWorldContextObject"))
static void PlayableSyncEventLatent
(
const UObject * InWorldContextObject,
FLatentActionInfo InLatentInfo,
const FString & InEventSignature,
bool & bInSuccess
)
Parameters
| Name | Remarks |
|---|---|
| InEventSignature | Event signature, must be unique in terms of sequence of events for the given playable. |
| bInSuccess | If true upon completion, the event has been synchronized successfully. |