Navigation
API > API/Plugins > API/Plugins/VirtualCamera > API/Plugins/VirtualCamera/FunctionLibraries
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UVCamBlueprintFunctionLibrary
References
| Module | VirtualCamera |
| Header | /Engine/Plugins/VirtualProduction/VirtualCamera/Source/VirtualCamera/Public/FunctionLibraries/VCamBlueprintFunctionLibrary.h |
| Include | #include "FunctionLibraries/VCamBlueprintFunctionLibrary.h" |
Syntax
UCLASS (BlueprintType)
class UVCamBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
Functions
| Type | Name | Description | |
|---|---|---|---|
| float | CalculateAutoFocusDistance
(
FVector2D ReticlePosition, |
Calculates auto focus | |
| bool | CallFunctionByName
(
UObject* ObjPtr, |
Returns true if the function was found & executed correctly. | |
| FFrameRate | ConvertStringToFrameRate
(
FString InFrameRateString |
Converts a double framerate to a FFrameRate | |
| bool | CopyToCineCameraActor
(
UCineCameraComponent* SourceCameraComponent, |
Copies all properties from a CineCameraComponent to a CineCameraActor and ensure the root actor transform is updated so the CameraComponents end up in the same World Space position | |
| bool | DeprojectScreenToWorld
(
const FVector2D& InScreenPosition, |
Convert 2D screen position to World Space 3D position and direction in the active viewport. | |
| bool | DeprojectScreenToWorldByViewport
(
const FVector2D& InScreenPosition, |
Converts 2D screen position to World Space 3D position and direction in the specified viewport. | |
| UObject * | EditorLoadAsset
(
FString AssetPath |
Load an asset through path. | |
| bool | EditorSaveAsset
(
FString AssetPath |
Save an asset through path. Returns true on success. | |
| void | EditorSetGameView
(
bool bIsToggled |
Sets the current game view | |
| void | EnableDebugFocusPlane
(
UCineCameraComponent* CineCamera, |
Enable/Disable debug focus plane | |
| TArray< UObject * > | GetBoundObjects
(
FMovieSceneObjectBindingID CameraBindingID |
Get UObject from Camera Object Bindings | |
| ULevelSequence * | Get the currently opened level sequence asset | ||
| int32 | Get the current playback position in frames | ||
| FFrameRate | GetDisplayRate
(
ULevelSequence* LevelSequence |
Grab the display rate from a LevelSequences' MovieScene | |
| FTimecode | GetLevelSequenceFrameAsTimecode
(
const ULevelSequence* LevelSequence, |
Convert a frame from a level sequence to timecode | |
| FTimecode | GetLevelSequenceFrameAsTimecodeWithoutObject
(
const FFrameRate DisplayRate, |
Convert a frame from a level sequence to timecode using only a provided display rate | |
| int32 | GetLevelSequenceLengthInFrames
(
const ULevelSequence* LevelSequence |
Get length in frames of a level sequence | |
| FString | Returns the description of the undo action that will be performed next. | ||
| TMap< FName, FString > | GetObjectMetadataTags
(
UObject* InObject |
Retrieves UObject's metadata tags | |
| ULevelSequence * | Gets the level sequence associated with the current pending take. | ||
| float | Get playback speed in Sequencer | ||
| UTexture * | ImportSnapshotTexture
(
FString FileName, |
Imports image as a uasset | |
| bool | IsAssetDirty
(
const FAssetData& AssetData |
Checks if the asset is dirty | |
| bool | Check whether the sequence is actively playing. | ||
| bool | Returns true if not in editor or if running the game in PIE or Simulate | ||
| bool | IsRecording () |
Check whether a recording is currently active | |
| bool | |||
| void | ModifyObjectMetadataTags
(
UObject* InObject, |
Modifies a UObject's metadata tags, adding a tag if the tag does not exist. | |
| bool | MultiTraceHitProxyOnViewport
(
const FVector2D& InScreenPosition, |
Traces from the viewport and returns all components that contribute to the pixels surrounding InScreenPosition. | |
| bool | OpenLevelSequence
(
ULevelSequence* LevelSequence |
Open a level sequence asset | |
| void | Pause the current level sequence | ||
| void | PilotActor
(
AActor* SelectedActor |
Pilot the provided actor using editor scripting | |
| void | Play the current level sequence | ||
| void | SetActorLabel
(
AActor* Actor, |
||
| void | SetCurrentLevelSequenceCurrentFrame
(
int32 NewFrame |
Set playback position for the current level sequence in frames | |
| void | SetOnTakeRecorderSlateChanged
(
FOnTakeRecorderSlateChanged_VCam OnTakeRecorderSlateChanged |
Called when the slate is changed. | |
| void | SetPlaybackSpeed
(
float Value |
Set playback speed in Sequencer | |
| TArray< FAssetData > | SortAssetsByTimecodeAssetData
(
TArray< FAssetData > LevelSequenceAssets |
Sort array of FAssetData by metadata timecode | |
| int32 | TimecodeToFrameAmount
(
FTimecode Timecode, |
Convert timecode to amount of frames at a given framerate | |
| bool | |||
| bool | UpdatePostProcessSettingsForCapture
(
USceneCaptureComponent2D* CaptureComponent, |
Updates the provided USceneCaptureComponent2D's PostProcessingSettings. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FOnTakeRecorderSlateChanged_VCam |