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Unreal Engine C++ API Reference > Plugins > TemplateSequence
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMovieSceneSignedObject
- UMovieSceneSequence
- UTemplateSequence
- UCameraAnimationSequence
References
Module | TemplateSequence |
Header | /Engine/Plugins/MovieScene/TemplateSequence/Source/TemplateSequence/Public/TemplateSequence.h |
Include | #include "TemplateSequence.h" |
Syntax
UCLASS&40;BlueprintType&41;
class UTemplateSequence : public UMovieSceneSequence
Remarks
Movie scene animation that can be instanced multiple times inside a level sequence.
Variables
Type | Name | Description | |
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TSoftClassPtr< AActor > | BoundActorClass | |
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TMap< FGuid, FName > | BoundActorComponents | |
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TObjectPtr< UMovieScene > | MovieScene |
Constructors
Type | Name | Description | |
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UTemplateSequence
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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FGuid | Gets the object binding that corresponds to the root spawnable that serves as the template. | |
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const UObject * | Gets the root spawnable object template. | |
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void | Initialize () |
Overridden from UMovieSceneSequence
Type | Name | Description | |
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bool | Whether objects can be spawned at run-time. | |
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void | BindPossessableObject
(
const FGuid& ObjectId, |
Called when Sequencer has created an object binding for a possessable object |
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bool | CanPossessObject
(
UObject& Object, |
Check whether the given object can be possessed by this animation. |
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FGuid | CreatePossessable
(
UObject* ObjectToPossess |
Called to add a new possessable for the specified object |
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FText | Get the display name for this movie sequence | |
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UMovieScene * | Get the movie scene that controls this animation. | |
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UObject * | GetParentObject
(
UObject* Object |
Get the logical parent object for the supplied object (not necessarily its outer). |
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ETrackSupport | IsTrackSupported
(
TSubclassOf< class UMovieSceneTrack > InTrackClass |
Sequences can determine whether they support a particular track type |
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void | LocateBoundObjects
(
const FGuid& ObjectId, |
Locate all the objects that correspond to the specified object ID, using the specified context |
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UObject * | MakeSpawnableTemplateFromInstance
(
UObject& InSourceObject, |
Create a spawnable object template from the specified source object |
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void | UnbindInvalidObjects
(
const FGuid& ObjectId, |
Unbinds specific objects from the provided GUID that do not resolve |
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void | UnbindObjects
(
const FGuid& ObjectId, |
Unbinds specific objects from the provided GUID |
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void | UnbindPossessableObjects
(
const FGuid& ObjectId |
Unbinds all possessable objects from the provided GUID. |
Overridden from UObject
Type | Name | Description | |
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void | GetAssetRegistryTagMetadata
(
TMap< FName, FAssetRegistryTagMetadata >& OutMetadata |
Gathers a collection of asset registry tag metadata |
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void | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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void | PostLoadAssetRegistryTags
(
const FAssetData& InAssetData, |
Performs fixup on loaded asset registry data. |