Navigation
API > API/Plugins > API/Plugins/DaySequence
A utility class for creating procedural Day Sequences. Before adding any keys, SetActiveBoundObject should be called and provided a Day Sequence Actor or a component owned by a Day Sequence Actor. All time values are currently normalized to the range [0, 1], inclusive on both ends. A time of 1 is handled as a special case and maps to the final frame. This class assumes the target Day Sequence Actor will stay alive and that users will keep the generated sequence alive, it manages no lifetimes.
Consider using FProceduralDaySequence instead of using this class directly.
| Name | UProceduralDaySequenceBuilder |
| Type | class |
| Header File | /Engine/Plugins/Experimental/DaySequence/Source/DaySequence/Public/ProceduralDaySequenceBuilder.h |
| Include Path | #include "ProceduralDaySequenceBuilder.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UProceduralDaySequenceBuilder : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UProceduralDaySequenceBuilder
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveBinding | FGuid | ProceduralDaySequenceBuilder.h | ||
| ActiveBoundObject | TObjectPtr< UObject > | ProceduralDaySequenceBuilder.h | ||
| ProceduralDaySequence | TObjectPtr< UDaySequence > | This is returned immediately upon creation in InitializeSequence. | ProceduralDaySequenceBuilder.h | |
| TargetActor | TObjectPtr< ADaySequenceActor > | ProceduralDaySequenceBuilder.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddBoolKey
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddBoolKey
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
| ProceduralDaySequenceBuilder.h | |||
void AddBoolOverride
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddColorKeys
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddColorMaterialParameterKeys
(
FName ParameterName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddColorMaterialParameterOverride
(
FName ParameterName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddColorOverride
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddMaterialOverride
(
int32 MaterialIndex, |
ProceduralDaySequenceBuilder.h |
|
|
void AddRotationKey
(
float Key, |
ProceduralDaySequenceBuilder.h |
|
|
void AddScalarKey
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddScalarKey
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddScalarKeys
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h | ||
| ProceduralDaySequenceBuilder.h |
|
||
void AddScalarMaterialParameterOverride
(
FName ParameterName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddScalarOverride
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddScaleKey
(
float Key, |
ProceduralDaySequenceBuilder.h |
|
|
void AddTransformKey
(
float Key, |
ProceduralDaySequenceBuilder.h |
|
|
void AddTransformOverride
(
const FTransform& Value |
ProceduralDaySequenceBuilder.h |
|
|
void AddTranslationKey
(
float Key, |
ProceduralDaySequenceBuilder.h |
|
|
void AddVectorKey
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddVectorKey
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddVectorKeys
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h | ||
void AddVectorOverride
(
FName PropertyName, |
ProceduralDaySequenceBuilder.h |
|
|
void AddVisibilityKeys
(
const TArray< TPair< float, bool > >& KeysAndValues |
ProceduralDaySequenceBuilder.h |
|
|
void AddVisibilityOverride
(
bool bValue |
ProceduralDaySequenceBuilder.h |
|
|
void ClearKeys() |
ProceduralDaySequenceBuilder.h |
|
|
UDaySequence * Initialize
(
ADaySequenceActor* InActor, |
Initialize the procedural sequence and set the TargetActor for this builder. | ProceduralDaySequenceBuilder.h |
|
bool IsInitialized() |
Returns true Initialize has been called with a valid actor. | ProceduralDaySequenceBuilder.h |
|
void SetActiveBoundObject
(
UObject* InObject |
Prepare the builder to begin adding keys animating properties on InObject. | ProceduralDaySequenceBuilder.h |
|