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Unreal Engine C++ API Reference > Plugins > TakesCore
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UTakeRecorderSource
- UTakeRecorderChaosCacheSource
References
Module | TakesCore |
Header | /Engine/Plugins/VirtualProduction/Takes/Source/TakesCore/Public/TakeRecorderSource.h |
Include | #include "TakeRecorderSource.h" |
Syntax
UCLASS&40;Abstract, Blueprintable, BlueprintType&41;
class UTakeRecorderSource : public UObject
Remarks
Base class for all sources that can be recorded with the Take Recorder. Custom recording sources can be created by inheriting from this class and implementing the Start/Tick/Stop recording functions. The level sequence that the recording is being placed into is provided so that the take can decide to store the data directly in the resulting level sequence, but sources are not limited to generating data in the specified Level Sequence. The source should be registered with the ITakeRecorderModule for it to show up in the Take Recorder UI. If creating a recording setup via code you can just add instances of your Source to the UTakeRecorderSources instance you're using to record and skip registering them with the module.
Sources should reset their state before recording as there is not a guarantee that the object will be newly created for each recording.
Variables
Type | Name | Description | |
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bool | bEnabled | True if this source is cued for recording or not |
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int32 | TakeNumber | |
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FColor | TrackTint |
Constructors
Type | Name | Description | |
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UTakeRecorderSource
(
const FObjectInitializer& ObjInit |
Functions
Type | Name | Description | |
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void | AddContentsToFolder
(
UMovieSceneFolder* InFolder |
If you are not recording into a sub-sequence then this will be called after PreRecording is called and will specify the folder that this Source should add itself to. |
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bool | CanAddSource
(
UTakeRecorderSources* InSources |
Whether this source can be added (some sources should only exist once) |
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void | This is called on all sources after post recording. | |
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TArray< UObject * > | This allows a Source to return an array of dynamically spawned settings objects for that source. | |
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FText | Get the optional category text to display on the Take Recorder source list for this source | |
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FText | A very brief text summary of what is going to be recorded for this source | |
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const FSlateBrush * | Get the icon to display on the Take Recorder source list for this source | |
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FText | Get the text to display on the Take Recorder source list for this source | |
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FString | GetSubsceneAssetName
(
ULevelSequence* InSequence |
When recorded to a Subscenes track, what should the sub level sequence asset name be? By default, returns the name of the track |
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FString | GetSubsceneTrackName
(
ULevelSequence* InSequence |
When recorded to a Subscenes track, what should the subscene track name of the Section be? |
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void | Initialize () |
Gives the Source object an opportunity to perform additional initialization outside of the constructor. |
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bool | IsValid () |
If the source is Valid and ready to be recorded. |
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TArray< UTakeRecorderSource * > | PostRecording
(
ULevelSequence* InSequence, |
This is called on all sources after recording is stopped. |
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TArray< UTakeRecorderSource * > | PreRecording
(
ULevelSequence* InSequence, |
This is called on all sources before recording is started. |
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void | StartRecording
(
const FTimecode& InSectionStartTimecode, |
This is called when the UTakeRecorderSources starts a recording, after all sources have had PreRecording called on them. |
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void | StopRecording
(
ULevelSequence* InSequence |
This is called when the UTakeRecorderSources stops recording. |
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bool | Supports recording into subscenes | |
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bool | Whether or the source can be referenced via take number | |
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void | TickRecording
(
const FQualifiedFrameTime& CurrentSequenceTime |
This is called each frame and allows the source to record any new information from the current frame. |