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Unreal Engine C++ API Reference > Plugins > MediaFrameworkUtilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AMediaBundleActorBase
References
Module | MediaFrameworkUtilities |
Header | /Engine/Plugins/Media/MediaFrameworkUtilities/Source/MediaFrameworkUtilities/Public/MediaBundleActorBase.h |
Include | #include "MediaBundleActorBase.h" |
Syntax
UCLASS&40;Abstract, Blueprintable&41;
class AMediaBundleActorBase : public AActor
Remarks
A base actor that
Variables
Type | Name | Description | |
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bool | bAutoPlay | Wheter to auto start the MediaPlayer |
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bool | bPlayingMedia | Whether we're actually playing the media |
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bool | bPlayWhileEditing | Wheter to keep MediaPlayer playing when editing |
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TObjectPtr< UTextureRenderTarget2D > | GarbageMatteMask | Texture containging 2D garbage matte mask |
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TObjectPtr< UMaterialInstanceDynamic > | Material | Dynamic instance of the associated MediaBundle base Material |
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TObjectPtr< UMediaBundle > | MediaBundle | Associated MediaBundle |
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TObjectPtr< UMediaSoundComponent > | MediaSoundCmp | MediaSoundComponent associated to play sound of our MediaSource |
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TObjectPtr< UPrimitiveComponent > | PrimitiveCmp | PrimitiveComponent on which to attach our Material |
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int32 | PrimitiveMaterialIndex | Index of the Material on the primitive |
Functions
Type | Name | Description | |
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UMediaBundle * | Get the Media Bundle. | |
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bool | Whether this actor requested the media to play. | |
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void | Close the Media Source. | |
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bool | Play the Media Source. | |
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void | SetComponent
(
UPrimitiveComponent* InPrimitive, |
Assign the primitive to render on. Will change the material for the Media material. |
Overridden from AActor
Type | Name | Description | |
---|---|---|---|
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void | BeginPlay () |
Overridable native event for when play begins for this actor. |
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void | Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. | |
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void | Destroyed () |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending |
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void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level |
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void | Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. |
Overridden from UObject
Type | Name | Description | |
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void | BeginDestroy () |
Called before destroying the object. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoadSubobjects
(
FObjectInstancingGraph* OuterInstanceGraph |
Instances components for objects being loaded from disk, if necessary. |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |