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API > API/Plugins > API/Plugins/CineAssemblyToolsEditor
Collection of production settings to override the project/editor behavior
| Name | FCinematicProduction |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/CinematicAssemblyTools/Source/CineAssemblyToolsEditor/Public/ProductionSettings.h |
| Include Path | #include "ProductionSettings.h" |
Syntax
USTRUCT (BlueprintType )
struct FCinematicProduction
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCinematicProduction() |
ProductionSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DefaultAssetNames | TMap< TObjectPtr< const UClass >, FString > | List of default names for specific asset types | ProductionSettings.h |
|
| DefaultDisplayRate | FFrameRate | The default frame rate to set for new Level Sequences | ProductionSettings.h |
|
| DefaultStartFrame | int32 | The default frame number (using the default frame rate) that new Level Sequences should start at | ProductionSettings.h |
|
| NamingTokenNamespaceDenyList | TSet< FString > | List of Naming Token namespaces that should not be evaluated | ProductionSettings.h |
|
| ProductionID | FGuid | Unique ID of the production | ProductionSettings.h |
|
| ProductionName | FString | Production Name | ProductionSettings.h |
|
| SubsequencePriority | ESubsequencePriority | Controls whether subsequences override parent sequences, or vice versa | ProductionSettings.h |
|
| TemplateFolders | TArray< FFolderTemplate > | List of folder paths that represent a template folder hierarchy to be used for this production | ProductionSettings.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bBlockNotifyExtendedDataExported | bool | Whether the ExtendedDataExported delegate should be blocked or triggered when the ExtendedData is exported. | ProductionSettings.h | |
| ExtendedDataConfig | TMap< FSoftObjectPath, FString > | Property used to serialize the extended data to configuration without requiring the types are present. | ProductionSettings.h |
|
| ExtendedDataExported | FOnProductionExtendedDataExported | Delegate called when the one or more ExtendedData structs are exported to ExtendedDataConfig. | ProductionSettings.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ExportExtendedData
(
const UScriptStruct& ForData |
Export the extended data ready to save to Config by exporting the given struct type into ExtendedDataConfig. | ProductionSettings.h | |
const FInstancedStruct * FindExtendedData
(
const UScriptStruct& ForStruct |
Attempts to find existing Extended Data of the given type. | ProductionSettings.h | |
FInstancedStruct * FindOrLoadExtendedData
(
const UScriptStruct& ForStruct |
Attempts to find Extended Data of the given type, loading it if required and updating the data in the production. | ProductionSettings.h | |
FInstancedStruct * LoadExtendedData
(
const UScriptStruct& ForStruct |
Attempts to load Extended Data of the given type, and update the data in the production. | ProductionSettings.h | |
FOnProductionExtendedDataExported & OnExtendedDataExported() |
Delegate called when the one or more ExtendedData structs are exported to ExtendedDataConfig. | ProductionSettings.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FName GetExtendedDataMemberName() |
Helper function to get the compile time checked member name of the ExtendedData property. | ProductionSettings.h |