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Unreal Engine C++ API Reference > Runtime > MovieScene > Evaluation
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/Evaluation/MovieScenePreAnimatedState.h |
Include | #include "Evaluation/MovieScenePreAnimatedState.h" |
Syntax
class FMovieScenePreAnimatedState
Remarks
Class that caches pre-animated state for objects that were manipulated by sequencer
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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bool | Search the global pre-animated state extension for any captured state that originated from this sequence WARNING: This is a linear search across all state, and so is potentially very slow | |
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void | DiscardAndRemoveEntityTokensForObject
(
UObject& Object |
Discard any tokens that relate to the requested object (ie sections or tracks) without restoring the values. |
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void | Discard any tokens that relate to entity animation (ie sections or tracks) without restoring the values. | |
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void | Check whether this sequence instance is capturing any and all changes of state so they can be restored later | |
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UMovieSceneEntitySystemLinker * | GetLinker () |
Retrieve the linker this container is bound to |
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void | Initialize
(
UMovieSceneEntitySystemLinker* Linker, |
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bool | Check whether this sequence instance is capturing any and all changes of state so they can be restored later | |
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void | OnFinishedEvaluating
(
const UObject* EvaluationHook, |
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void | OnFinishedEvaluating
(
const FMovieSceneEvaluationKey& Key |
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void | OnObjectsReplaced
(
const TMap< UObject*, UObject* >& ReplacementMap |
Called when objects have been replaced so that pre animated state can swap out to the new objects |
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void | ||
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void | RestorePreAnimatedState
(
UObject& Object |
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void | RestorePreAnimatedState
(
UClass* GeneratedClass |
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void | RestorePreAnimatedState
(
UObject& Object, |
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void | SavePreAnimatedState
(
FMovieSceneAnimTypeID InTokenType, |
Save the current state of the environment as defined by the specified token producer, identified by a specific anim type ID This will use the currently evaluating track template, evaluation hook or track instance (and its 'When Finished' property) as the capture source |
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void | SavePreAnimatedState
(
UObject& InObject, |
Save the current state of an object as defined by the specified token producer, identified by a specific anim type ID This will use the currently evaluating track template, evaluation hook or track instance (and its 'When Finished' property) as the capture source |
Operators
Type | Name | Description | |
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FMovieScenePreAnimatedState & | operator=
(
const FMovieScenePreAnimatedState& |