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API > API/Plugins > API/Plugins/TakeRecorderSources
A recording source that detects actors spawned close to the current camera, and captures them as spawnables
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| Name |
UTakeRecorderNearbySpawnedActorSource |
| Type |
class |
| Header File |
/Engine/Plugins/VirtualProduction/Takes/Source/TakeRecorderSources/Public/TakeRecorderNearbySpawnedActorSource.h |
| Include Path |
#include "TakeRecorderNearbySpawnedActorSource.h" |
Syntax
UCLASS (MinimalAPI, Category="Actors")
class UTakeRecorderNearbySpawnedActorSource : public UTakeRecorderSource
Inheritance Hierarchy
Constructors
| Name |
Remarks |
Include Path |
Unreal Specifiers |
UTakeRecorderNearbySpawnedActorSource
(
const FObjectInitializer& ObjInit
)
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TakeRecorderNearbySpawnedActorSource.h |
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Variables
Public
| Name |
Type |
Remarks |
Include Path |
Unreal Specifiers |
| bFilterSpawnedActors |
bool |
Should we only record actors that pass the filter list? |
TakeRecorderNearbySpawnedActorSource.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Source"
|
| FilterTypes |
TArray< TSubclassOf< AActor > > |
A type filter to apply to spawned objects |
TakeRecorderNearbySpawnedActorSource.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Source"
- Meta=(EditCondition="bFilterSpawnedActors")
|
| Proximity |
float |
The proximity to the current camera that an actor must be spawned in order to be recorded as a spawnable. |
TakeRecorderNearbySpawnedActorSource.h |
- EditAnywhere
- BlueprintReadWrite
- DisplayName="Spawn Proximity"
- Category="Source"
- Meta=(units=cm)
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Protected
Functions
Public