Navigation
API > API/Runtime > API/Runtime/LevelSequence
Inheritance Hierarchy
- AActor
- IMovieScenePlaybackClient
- IMovieSceneBindingOwnerInterface
- IWorldPartitionObjectResolver
- ALevelSequenceActor
- AAvaSequenceActor
- AReplicatedLevelSequenceActor
References
| Module | LevelSequence |
| Header | /Engine/Source/Runtime/LevelSequence/Public/LevelSequenceActor.h |
| Include | #include "LevelSequenceActor.h" |
Syntax
UCLASS (HideCategories=(Rendering, Physics, HLOD, Activation, Input), MinimalAPI)
class ALevelSequenceActor :
public AActor,
public IMovieScenePlaybackClient,
public IMovieSceneBindingOwnerInterface,
public IWorldPartitionObjectResolver
Remarks
Actor responsible for controlling a specific level sequence in the world.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< UMovieSceneBindingOverrides > | BindingOverrides | Mapping of actors to override the sequence bindings with | |
| uint8: 1 | bOverrideInstanceData | Enable specification of dynamic instance data to be supplied to the sequence during playback | |
| uint8: 1 | bReplicatePlayback | If true, playback of this level sequence on the server will be synchronized across other clients | |
| TObjectPtr< ULevelSequenceBurnInOptions > | BurnInOptions | ||
| FLevelSequenceCameraSettings | CameraSettings | ||
| TObjectPtr< UObject > | DefaultInstanceData | Instance data that can be used to dynamically control sequence evaluation at runtime | |
| TObjectPtr< ULevelSequence > | LevelSequenceAsset | ||
| FMovieSceneSequencePlaybackSettings | PlaybackSettings | ||
| TObjectPtr< ULevelSequencePlayer > | SequencePlayer |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ALevelSequenceActor
(
const FObjectInitializer& Init |
Create and initialize a new instance. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddBinding
(
FMovieSceneObjectBindingID Binding, |
Adds the specified actor to the overridden bindings for the specified binding ID, optionally still allowing the bindings defined in the Level Sequence asset | |
| void | AddBindingByTag
(
FName BindingTag, |
Binds an actor to all the bindings tagged with the specified name in this sequence. | |
| void | BeginPlay () |
||
| bool | |||
| void | DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
||
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
||
| FMovieSceneObjectBindingID | FindNamedBinding
(
FName Tag |
Retrieve the first object binding that has been tagged with the specified name | |
| const TArray< FMovieSceneObjectBindingID > & | FindNamedBindings
(
FName Tag |
Retrieve all the bindings that have been tagged with the specified name | |
| TOptional< EAspectRatioAxisConstraint > | |||
| UObject * | |||
| bool | |||
| TSharedPtr< FStructOnScope > | GetObjectPickerProxy
(
TSharedPtr< IPropertyHandle > PropertyHandle |
||
| bool | GetReferencedContentObjects
(
TArray< UObject* >& Objects |
||
| ULevelSequence * | GetSequence () |
Get the level sequence being played by this actor. | |
| ULevelSequencePlayer * | Access this actor's sequence player, or None if it is not yet initialized | ||
| const FWorldPartitionResolveData & | |||
| void | HideBurnin () |
Hide burnin | |
| void | Initialize the player object by loading the asset, using async loading when necessary | ||
| void | InitializePlayerWithSequence
(
ULevelSequence* LevelSequenceAsset |
Initialize the player object with the specified asset | |
| void | OnSequenceLoaded
(
const FName& PackageName, |
||
| void | |||
| void | |||
| void | PostLoad () |
||
| void | |||
| void | |||
| void | Refresh this actor's burn in | ||
| void | RemoveBinding
(
FMovieSceneObjectBindingID Binding, |
Removes the specified actor from the specified binding's actor array | |
| void | RemoveBindingByTag
(
FName Tag, |
Removes the specified actor from the specified binding's actor array | |
| void | ResetBinding
(
FMovieSceneObjectBindingID Binding |
Resets the specified binding back to the defaults defined by the Level Sequence asset | |
| void | Resets all overridden bindings back to the defaults defined by the Level Sequence asset | ||
| bool | RetrieveBindingOverrides
(
const FGuid& InBindingId, |
||
| UMovieSceneSequence * | |||
| void | |||
| void | SetBinding
(
FMovieSceneObjectBindingID Binding, |
Overrides the specified binding with the specified actors, optionally still allowing the bindings defined in the Level Sequence asset | |
| void | SetBindingByTag
(
FName BindingTag, |
Assigns an set of actors to all the bindings tagged with the specified name in this sequence. | |
| void | SetReplicatePlayback
(
bool ReplicatePlayback |
Set whether or not to replicate playback for this actor | |
| void | SetSequence
(
ULevelSequence* InSequence |
Set the level sequence being played by this actor. | |
| void | SetWorldPartitionResolveData
(
const FWorldPartitionResolveData& InWorldPartitionResolveData |
||
| void | ShowBurnin () |
Show burnin | |
| void | UpdateObjectFromProxy
(
FStructOnScope& Proxy, |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FOnLevelSequenceLoaded |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bAutoPlay_DEPRECATED | ||
| FSoftObjectPath | LevelSequence_DEPRECATED |