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