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Unreal Engine C++ API Reference > Runtime > LevelSequence
Inheritance Hierarchy
References
Module | LevelSequence |
Header | /Engine/Source/Runtime/LevelSequence/Public/LevelSequence.h |
Include | #include "LevelSequence.h" |
Syntax
class ULevelSequence :
public UMovieSceneSequence,
public IInterface_AssetUserData
Remarks
Movie scene animation for Actors.
Variables
Type | Name | Description | |
---|---|---|---|
TArray< TObjectPtr< UAssetUserData > > | AssetUserData | Array of user data stored with the asset | |
FLevelSequenceBindingReferences | BindingReferences | References to bound objects. | |
TObjectPtr< UBlueprint > | DirectorBlueprint | A pointer to the director blueprint that generates this sequence's DirectorClass. | |
TObjectPtr< UClass > | DirectorClass | The class that is used to spawn this level sequence's director instance. | |
TObjectPtr< UMovieScene > | MovieScene | Pointer to the movie scene that controls this animation. | |
FLevelSequenceObjectReferenceMap | ObjectReferences | Legacy object references - should be read-only. Not deprecated because they need to still be saved |
Constructors
Type | Name | Description | |
---|---|---|---|
ULevelSequence
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
void | ConvertPersistentBindingsToDefault
(
UObject* FixupContext |
Convert old-style lazy object ptrs to new-style references using the specified context | |
MetaDataType * | CopyMetaData
(
MetaDataType* InMetaData |
Copy the specified meta data into this level sequence, overwriting any existing meta-data of the same type Meta-data may implement the ILevelSequenceMetaData interface in order to hook into default ULevelSequence functionality. | |
UObject * | CopyMetaData
(
UObject* InMetaData |
Copy the specified meta data into this level sequence, overwriting any existing meta-data of the same type Meta-data may implement the ILevelSequenceMetaData interface in order to hook into default ULevelSequence functionality. | |
void | DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
||
MetaDataType * | FindMetaData () |
Find meta-data of a particular type for this level sequence instance | |
UObject * | FindMetaDataByClass
(
TSubclassOf< UObject > InClass |
Find meta-data of a particular type for this level sequence instance. | |
FGuid | FindOrAddBinding
(
UObject* ObjectToPossess |
||
MetaDataType * | Find meta-data of a particular type for this level sequence instance, adding one if it was not found. | ||
UObject * | FindOrAddMetaDataByClass
(
TSubclassOf< UObject > InClass |
Find meta-data of a particular type for this level sequence instance, adding it if it doesn't already exist. | |
UBlueprint * | Retrieve the currently assigned director blueprint for this level sequence | ||
FString | |||
void | Initialize () |
Initialize this level sequence. | |
void | LocateBoundObjects
(
const FGuid& ObjectId, |
||
void | Invoked when this level sequence's director blueprint has been recompiled | ||
void | Remove meta-data of a particular type for this level sequence instance, if it exists | ||
void | RemoveMetaDataByClass
(
TSubclassOf< UObject > InClass |
Remove meta-data of a particular type for this level sequence instance, if it exists | |
void | SetDirectorBlueprint
(
UBlueprint* NewDirectorBlueprint |
Assign a new director blueprint to this level sequence. |
Overridden from UMovieSceneSequence
Type | Name | Description | |
---|---|---|---|
bool | Whether objects can be spawned at run-time. | ||
void | BindPossessableObject
(
const FGuid& ObjectId, |
Called when Sequencer has created an object binding for a possessable object | |
bool | CanAnimateObject
(
UObject& InObject |
Specifies whether this sequence can animate the object in question (either as a spawnable or possessable) | |
bool | CanPossessObject
(
UObject& Object, |
Check whether the given object can be possessed by this animation. | |
bool | CanRebindPossessable
(
const FMovieScenePossessable& InPossessable |
Specifies whether this sequence allows rebinding of the specified possessable | |
UObject * | CreateDirectorInstance
(
IMovieScenePlayer& Player, |
Called to retrieve or construct a director instance to be used for the specified player | |
FGuid | CreatePossessable
(
UObject* ObjectToPossess |
Called to add a new possessable for the specified object | |
FGuid | CreateSpawnable
(
UObject* ObjectToSpawn |
Called to add a new spawnable for the specified object | |
FGuid | FindBindingFromObject
(
UObject* InObject, |
Optional method for efficient lookup of an object binding from an actual object in the world | |
void | GatherExpiredObjects
(
const FMovieSceneObjectCache& InObjectCache, |
Called to validate the specified object cache by removing anything that should be deemed out of date | |
UMovieScene * | Get the movie scene that controls this animation. | ||
UObject * | GetParentObject
(
UObject* Object |
Get the logical parent object for the supplied object (not necessarily its outer). | |
ETrackSupport | IsTrackSupported
(
TSubclassOf< class UMovieSceneTrack > InTrackClass |
Sequences can determine whether they support a particular track type | |
void | LocateBoundObjects
(
const FGuid& ObjectId, |
Locate all the objects that correspond to the specified object ID, using the specified context | |
UObject * | MakeSpawnableTemplateFromInstance
(
UObject& InSourceObject, |
Create a spawnable object template from the specified source object | |
void | UnbindInvalidObjects
(
const FGuid& ObjectId, |
Unbinds specific objects from the provided GUID that do not resolve | |
void | UnbindObjects
(
const FGuid& ObjectId, |
Unbinds specific objects from the provided GUID | |
void | UnbindPossessableObjects
(
const FGuid& ObjectId |
Unbinds all possessable objects from the provided GUID. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
void | GetAssetRegistryTagMetadata
(
TMap< FName, FAssetRegistryTagMetadata >& OutMetadata |
Gathers a collection of asset registry tag metadata | |
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 | |
void | PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. | |
void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
void | PostLoadAssetRegistryTags
(
const FAssetData& InAssetData, |
Performs fixup on loaded asset registry data. | |
bool | Rename this object to a unique name, or change its outer. |
Overridden from IInterface_AssetUserData
Type | Name | Description | |
---|---|---|---|
void | AddAssetUserData
(
UAssetUserData* InUserData |
||
const TArray< UAssetUserData * > * | |||
UAssetUserData * | GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
||
void | RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Typedefs
Name | Description |
---|---|
FPostDuplicateEvent |
Constants
Name | Description |
---|---|
PostDuplicateEvent |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
TMap< FString, FLevelSequenceObject > | PossessedObjects_DEPRECATED | Deprecated property housing old possessed object bindings |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
void | LocateBoundObjects
(
const FGuid& ObjectId, |
Use LocateBoundObjects with FLocateBoundObjectsParams parameter instead |