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ALevelSequenceActor |
Actor responsible for controlling a specific level sequence in the world. |
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ALevelSequenceMediaController |
Replicated actor class that is responsible for instigating various cinematic assets (Media, Audio, Level Sequences) in a synchronized fasion |
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AReplicatedLevelSequenceActor |
A level sequence actor that is set to always be relevant for networking purposes |
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FBoundActorProxy |
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FLevelSequenceActorSpawner |
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FLevelSequenceAnimSequenceLinkItem |
Link To Anim Sequence that we are linked too. |
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FLevelSequenceBindingReference |
An external reference to an level sequence object, resolvable through an arbitrary context. |
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FLevelSequenceBindingReferenceArray |
An array of binding references |
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FLevelSequenceBindingReferences |
Structure that stores a one to many mapping from object binding ID, to object references that pertain to that ID. |
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FLevelSequenceCameraSettings |
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FLevelSequenceLegacyObjectReference |
Legacy method by which objects were referenced within a level sequence. |
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FLevelSequenceObject |
Structure for animated Actor objects. |
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FLevelSequenceObjectReferenceMap |
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FLevelSequencePlayerSnapshot |
Frame snapshot information for a level sequence |
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FLevelSequenceSpawnRegister |
Movie scene spawn register that knows how to handle spawning objects (actors) for a level sequence |
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FOnLevelSequencePlayerCameraCutEvent |
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ILevelSequenceModule |
Implements the LevelSequence module. |
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UAnimSequenceLevelSequenceLink |
Link To Level Sequence That may be driving the anim sequence |
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UDefaultLevelSequenceInstanceData |
Default instance data class that level sequences understand. |
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ULegacyLevelSequenceDirectorBlueprint |
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ULevelSequence |
Movie scene animation for Actors. |
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ULevelSequenceAnimSequenceLink |
Link To Set of Anim Sequences that we may be linked to. |
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ULevelSequenceBurnIn |
Base class for level sequence burn ins |
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ULevelSequenceBurnInInitSettings |
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ULevelSequenceBurnInOptions |
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ULevelSequenceDirector |
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ULevelSequencePlayer |
ULevelSequencePlayer is used to actually "play" an level sequence asset at runtime. |
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