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Unreal Engine C++ API Reference > Plugins > TakeRecorder > Recorder
References
Module | TakeRecorder |
Header | /Engine/Plugins/VirtualProduction/Takes/Source/TakeRecorder/Public/Recorder/TakeRecorderParameters.h |
Include | #include "Recorder/TakeRecorderParameters.h" |
Syntax
USTRUCT&40;BlueprintType&41;
struct FTakeRecorderProjectParameters
Variables
Type | Name | Description | |
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bool | bRecordSourcesIntoSubSequences | If enabled, each Source will be recorded into a separate Sequence and embedded in the Root Sequence will link to them via Subscenes track. |
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bool | bRecordTimecode | If enabled, timecode will be recorded into each actor track |
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bool | bRecordToPossessable | If enabled, all recorded actors will be recorded to possessable object bindings in Sequencer. |
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bool | bShowNotifications | Whether to show notification windows or not when recording |
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bool | bStartAtCurrentTimecode | If enabled, track sections will start at the current timecode. Otherwise, 0. |
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FString | DefaultSlate | The default name to use for the Slate information |
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TArray< FTakeRecorderTrackSettings > | DefaultTracks | List of property names for which movie scene tracks will always record. |
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EUpdateClockSource | RecordingClockSource | The clock source to use when recording |
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FDirectoryPath | RootTakeSaveDir | The root of the directory in which to save recorded takes. |
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FString | TakeSaveDir | The name of the directory in which to save recorded takes. |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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FString | The take asset path, composed of the TakeRootSaveDir and the TakeSaveDir |