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A sequence instance represents a specific instance of a currently playing sequence, either as a top-level sequence in an IMovieScenePlayer, or as a sub sequence. Any given sequence asset may have any number of instances created for it at any given time depending on how many times it is referenced by playing sequences
| Name | FSequenceInstance |
| Type | struct |
| Header File | /Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieSceneSequenceInstance.h |
| Include Path | #include "EntitySystem/MovieSceneSequenceInstance.h" |
Syntax
struct FSequenceInstance
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSequenceInstance
(
TSharedRef< FSharedPlaybackState > PlaybackState, |
Constructor for sub sequences | EntitySystem/MovieSceneSequenceInstance.h | |
| Move constructors implemented in cpp to avoid includes for TUniquePtr | EntitySystem/MovieSceneSequenceInstance.h | ||
FSequenceInstance
(
const FSequenceInstance& |
Sequence instances are not copyable | EntitySystem/MovieSceneSequenceInstance.h | |
FSequenceInstance
(
TSharedRef< FSharedPlaybackState > PlaybackState |
Constructor for top level sequences | EntitySystem/MovieSceneSequenceInstance.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSequenceInstance() |
Destructor | EntitySystem/MovieSceneSequenceInstance.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Ledger | FEntityLedger | Ledger that tracks all currently instantiated entities for this instance | EntitySystem/MovieSceneSequenceInstance.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bFinished | bool | Flag that is set when this sequence has or (will be) finished. | EntitySystem/MovieSceneSequenceInstance.h | |
| bHasEverUpdated | bool | Flag that is set if this sequence has ever updated. | EntitySystem/MovieSceneSequenceInstance.h | |
| bInitialized | bool | Flag that indicates whether this instance was initialized | EntitySystem/MovieSceneSequenceInstance.h | |
| Context | FMovieSceneContext | EntitySystem/MovieSceneSequenceInstance.h | ||
| InstanceHandle | FInstanceHandle | This instance's handle. | EntitySystem/MovieSceneSequenceInstance.h | |
| LegacyEvaluator | TUniquePtr< FMovieSceneTrackEvaluator > | For top-level sequences only - legacy track template evaluator for the entire sequence | EntitySystem/MovieSceneSequenceInstance.h | |
| LegacyPlayer | TUniquePtr< FMovieSceneLegacyPlayer > | For top-level sequences only - legacy player | EntitySystem/MovieSceneSequenceInstance.h | |
| ParentInstanceHandle | FInstanceHandle | This instance's parent handle. | EntitySystem/MovieSceneSequenceInstance.h | |
| RootInstanceHandle | FRootInstanceHandle | This instance's root handle, if it is a sub sequence. | EntitySystem/MovieSceneSequenceInstance.h | |
| RootOverrideSequenceID | FMovieSceneSequenceID | When SequenceID != MovieSceneSequenceID::Root, specifies an ID to override as a simulated root. | EntitySystem/MovieSceneSequenceInstance.h | |
| RootSequenceName | FString | Name of the root sequence | EntitySystem/MovieSceneSequenceInstance.h | |
| SequenceID | FMovieSceneSequenceID | This sequence instances sequence ID, or MovieSceneSequenceID::Root for top-level sequences. | EntitySystem/MovieSceneSequenceInstance.h | |
| SequenceUpdater | TUniquePtr< ISequenceUpdater > | For top-level sequences only - interface for either a flat or hierarchical entity updater | EntitySystem/MovieSceneSequenceInstance.h | |
| SharedPlaybackState | TSharedRef< FSharedPlaybackState > | Playback state shared by the entire sequence hierarchy | EntitySystem/MovieSceneSequenceInstance.h | |
| UpdateFlags | ESequenceInstanceUpdateFlags | Cached update flags denoting what kinds of updates are required by this instance | EntitySystem/MovieSceneSequenceInstance.h | |
| VolatilityManager | TUniquePtr< FCompiledDataVolatilityManager > | For top-level sequences only - a utility class that is used to ensure that volatile sequences are up to date. | EntitySystem/MovieSceneSequenceInstance.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanFinishImmediately
(
UMovieSceneEntitySystemLinker* Linker |
EntitySystem/MovieSceneSequenceInstance.h | ||
bool CanFinishImmediately () |
Returns whether this instance can be finished immediately without any last update. | EntitySystem/MovieSceneSequenceInstance.h | |
bool ConditionalRecompile
(
UMovieSceneEntitySystemLinker* Linker |
EntitySystem/MovieSceneSequenceInstance.h | ||
bool ConditionalRecompile () |
Conditionally recompile this sequence if it needs to be | EntitySystem/MovieSceneSequenceInstance.h | |
void DestroyImmediately
(
UMovieSceneEntitySystemLinker* Linker |
EntitySystem/MovieSceneSequenceInstance.h | ||
void DestroyImmediately () |
Destroy this sequence instance immediately - Finish must previously have been called | EntitySystem/MovieSceneSequenceInstance.h | |
void DissectContext
(
UMovieSceneEntitySystemLinker* Linker, |
EntitySystem/MovieSceneSequenceInstance.h | ||
void DissectContext
(
const FMovieSceneContext& Context, |
Called only for top-level sequence instances before any updates to it with the specified context. | EntitySystem/MovieSceneSequenceInstance.h | |
bool EvaluateCondition
(
const FGuid& BindingID, |
Evaluate a condition on this sequence instance hierarchy, utilizing any cache as relevant. | EntitySystem/MovieSceneSequenceInstance.h | |
void FindEntities
(
UObject* Owner, |
Attempt to locate all entities given their owner | EntitySystem/MovieSceneSequenceInstance.h | |
FMovieSceneEntityID FindEntity
(
UObject* Owner, |
Attempt to locate an entity given its owner and ID | EntitySystem/MovieSceneSequenceInstance.h | |
FInstanceHandle FindSubInstance
(
FMovieSceneSequenceID SequenceID |
Attempt to locate a sub instance based on its sequence ID | EntitySystem/MovieSceneSequenceInstance.h | |
void Finish
(
UMovieSceneEntitySystemLinker* Linker |
EntitySystem/MovieSceneSequenceInstance.h | ||
void Finish () |
Mark this instance as finished, causing all its entities to be unlinked and the instance to become inactive at the end of the next update. | EntitySystem/MovieSceneSequenceInstance.h | |
const FMovieSceneContext & GetContext() |
Get the evaluation context for the current frame | EntitySystem/MovieSceneSequenceInstance.h | |
FInstanceHandle GetInstanceHandle() |
Gets the handle to this instance | EntitySystem/MovieSceneSequenceInstance.h | |
const FMovieSceneTrackEvaluator * GetLegacyEvaluator() |
Retrieve the legacy evaluator for this sequence, if it is available (may return nullptr) | EntitySystem/MovieSceneSequenceInstance.h | |
FInstanceHandle GetParentInstanceHandle() |
Get a handle to the parent instance for this sequence instance, or an invalid handle if it is a root instance | EntitySystem/MovieSceneSequenceInstance.h | |
IMovieScenePlayer * GetPlayer() |
Retrieve the IMovieScenePlayer that is playing back the top level sequence for this instance | EntitySystem/MovieSceneSequenceInstance.h | |
uint16 GetPlayerIndex() |
Retrieve the IMovieScenePlayer's unique index | EntitySystem/MovieSceneSequenceInstance.h | |
FRootInstanceHandle GetRootInstanceHandle() |
Get a handle to the root instance for this sub sequence instance | EntitySystem/MovieSceneSequenceInstance.h | |
FMovieSceneSequenceID GetSequenceID() |
Retrieve the SequenceID for this instance | EntitySystem/MovieSceneSequenceInstance.h | |
uint16 GetSerialNumber() |
Get the serial number for this sequence instance that it was created with on construction. | EntitySystem/MovieSceneSequenceInstance.h | |
TSharedRef< FSharedPlaybackState > GetSharedPlaybackState() |
Retrieve the shared playback state for this instance's hierarchy | EntitySystem/MovieSceneSequenceInstance.h | |
FSubSequencePath GetSubSequencePath() |
Retrieve a path for this sequence instance back to the root | EntitySystem/MovieSceneSequenceInstance.h | |
ESequenceInstanceUpdateFlags GetUpdateFlags() |
Retrieve this sequence's update flags | EntitySystem/MovieSceneSequenceInstance.h | |
bool HasEverUpdated() |
Check whether this sequence instance has ever been updated or not | EntitySystem/MovieSceneSequenceInstance.h | |
bool HasFinished() |
Check whether this sequence instance has finished evaluating | EntitySystem/MovieSceneSequenceInstance.h | |
void Initialize() |
Finish initializing this sequence instance | EntitySystem/MovieSceneSequenceInstance.h | |
void InvalidateCachedData
(
UMovieSceneEntitySystemLinker* Linker |
EntitySystem/MovieSceneSequenceInstance.h | ||
void InvalidateCachedData
(
ESequenceInstanceInvalidationType InvalidationType |
Invalidate any cached data that may be being used for evaluation due to a change in the source asset data | EntitySystem/MovieSceneSequenceInstance.h | |
bool IsRootSequence() |
Returns whether this instance is the root instance. | EntitySystem/MovieSceneSequenceInstance.h | |
bool IsSubSequence() |
Returns whether this instance is a sub sequence. | EntitySystem/MovieSceneSequenceInstance.h | |
void OverrideRootSequence
(
UMovieSceneEntitySystemLinker* Linker, |
EntitySystem/MovieSceneSequenceInstance.h | ||
void OverrideRootSequence
(
FMovieSceneSequenceID NewRootSequenceID |
Called to override the simulated root sequence ID for this instance. | EntitySystem/MovieSceneSequenceInstance.h | |
void PostEvaluation
(
UMovieSceneEntitySystemLinker* Linker |
EntitySystem/MovieSceneSequenceInstance.h | ||
void PostEvaluation () |
Called when this sequence instance has been evaluated in order for it to do any clean-up or other post-update work | EntitySystem/MovieSceneSequenceInstance.h | |
void PreEvaluation
(
UMovieSceneEntitySystemLinker* Linker |
EntitySystem/MovieSceneSequenceInstance.h | ||
void PreEvaluation () |
Called when this instance has been queued for evaluation in order for it to do any pre-work setup. | EntitySystem/MovieSceneSequenceInstance.h | |
void RunLegacyTrackTemplates() |
Called to run legacy track templates | EntitySystem/MovieSceneSequenceInstance.h | |
void SetContext
(
const FMovieSceneContext& InContext |
Get the evaluation context for the current frame | EntitySystem/MovieSceneSequenceInstance.h | |
void SetFinished
(
bool bInFinished |
Indicate that this sequence instance has finished evaluation and should remove its entities | EntitySystem/MovieSceneSequenceInstance.h | |
void Start
(
const FMovieSceneContext& InContext |
Called for root level instances that have either never evaluated, or have previously finished evaluating | EntitySystem/MovieSceneSequenceInstance.h | |
void Start
(
UMovieSceneEntitySystemLinker* Linker, |
EntitySystem/MovieSceneSequenceInstance.h | ||
void Update
(
const FMovieSceneContext& InContext |
Called after dissection for root level instances in order for this sequence instacne to update any entities it needs for evaluation. | EntitySystem/MovieSceneSequenceInstance.h | |
void Update
(
UMovieSceneEntitySystemLinker* Linker, |
EntitySystem/MovieSceneSequenceInstance.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| EntitySystem/MovieSceneSequenceInstance.h | |||
FSequenceInstance & operator=
(
const FSequenceInstance& |
EntitySystem/MovieSceneSequenceInstance.h |