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Unreal Engine C++ API Reference > Runtime > LevelSequence
References
Module | LevelSequence |
Header | /Engine/Source/Runtime/LevelSequence/Public/LevelSequenceBindingReference.h |
Include | #include "LevelSequenceBindingReference.h" |
Syntax
struct FLevelSequenceBindingReference
Remarks
An external reference to an level sequence object, resolvable through an arbitrary context.
Bindings consist of an optional package name, and the path to the object within that package. Where package name is empty, the reference is a relative path from a specific outer (the context). Currently, the package name should only ever be empty for component references, which must remain relative bindings to work correctly with spawnables and reinstanced actors.
Constructors
Type | Name | Description | |
---|---|---|---|
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Default construction only used for serialization | ||
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FLevelSequenceBindingReference
(
UObject* InObject, |
Construct a new binding reference from an object, and a given context (expected to be either a UWorld, or an AActor) |
Functions
Type | Name | Description | |
---|---|---|---|
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void | PostSerialize
(
const FArchive& Ar |
Handles ExternalObjectPath fixup |
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UObject * | Resolve
(
UObject* InContext, |
Resolve this reference within the specified context |
Operators
Type | Name | Description | |
---|---|---|---|
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bool | operator==
(
const FLevelSequenceBindingReference& Other |
Check whether this binding reference is equal to the specified object |
Classes
Type | Name | Description | |
---|---|---|---|
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FResolveBindingParams | Structure that stores additional params that are used for resolving bindings. |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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UObject * | Resolve
(
UObject* InContext, |
Use Resolve taking FLevelSequenceBindingReference::FResolveBindingParams param instead |