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Unreal Engine C++ API Reference > Runtime > LevelSequence
Inheritance Hierarchy
- UMovieSceneSequencePlayer
- UE::MovieScene::FCameraCutPlaybackCapability
- ULevelSequencePlayer
- UAvaSequencePlayer
References
Module | LevelSequence |
Header | /Engine/Source/Runtime/LevelSequence/Public/LevelSequencePlayer.h |
Include | #include "LevelSequencePlayer.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI)
class ULevelSequencePlayer :
public UMovieSceneSequencePlayer,
public UE::MovieScene::FCameraCutPlaybackCapability
Remarks
ULevelSequencePlayer is used to actually "play" an level sequence asset at runtime.
This class keeps track of playback state and provides functions for manipulating an level sequence while its playing.
Variables
Type | Name | Description | |
---|---|---|---|
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TWeakObjectPtr< UCameraComponent > | CachedCameraComponent | |
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FOnLevelSequencePlayerCameraCutEvent | OnCameraCut | Event triggered when there is a camera cut |
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TOptional< int32 > | SnapshotOffsetTime |
Constructors
Type | Name | Description | |
---|---|---|---|
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ULevelSequencePlayer
(
const FObjectInitializer& |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | CanPlay () |
|
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ULevelSequencePlayer * | CreateLevelSequencePlayer
(
UObject* WorldContextObject, |
Create a new level sequence player. |
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UCameraComponent * | Get the active camera cut camera | |
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TOptional< EAspectRatioAxisConstraint > | ||
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float | ||
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TArray< UObject * > | ||
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void | GetEventContexts
(
UWorld& InWorld, |
Populate the specified array with any given event contexts for the specified world |
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UObject * | ||
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void | Initialize
(
ULevelSequence* InLevelSequence, |
Initialize the player. |
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void | InitializeRootInstance
(
TSharedRef< UE::MovieScene::FSharedPlaybackState > NewSharedPlaybackState |
|
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void | OnCameraCutUpdated
(
const UE::MovieScene::FOnCameraCutUpdatedParams& Params |
|
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void | ||
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void | OnStopped () |
|
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void | ResolveBoundObjects
(
UE::UniversalObjectLocator::FResolveParams& ResolveParams, |
|
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void | ||
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void | SetSnapshotOffsetFrames
(
int32 InFrameOffset |
Set the offset time for the snapshot in play rate frames. |
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void | SetSourceActorContext
(
UWorld* InStreamingWorld, |
|
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bool | ||
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void | TakeFrameSnapshot
(
FLevelSequencePlayerSnapshot& OutSnapshot |
Take a snapshot of the current state of this player |
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void | UpdateMovieSceneInstance
(
FMovieSceneEvaluationRange InRange, |