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API > API/Runtime > API/Runtime/MovieScene
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/MovieSceneCommonHelpers.h |
Include | #include "MovieSceneCommonHelpers.h" |
Syntax
class MovieSceneHelpers
Functions
Type | Name | Description | |
---|---|---|---|
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float | CalculateWeightForBlending
(
UMovieSceneSection* SectionToKey, |
Get weight needed to modify the global difference in order to correctly key this section due to it possibly being blended by other sections. |
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UCameraComponent * | CameraComponentFromActor
(
const AActor* InActor |
Get the active camera component from the actor |
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UCameraComponent * | CameraComponentFromRuntimeObject
(
UObject* RuntimeObject |
Find and return camera component from the runtime object |
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bool | CopyObjectTemplate
(
UMovieSceneSequence* Sequence, |
If the binding for the given ObjectId supports object templates, copies the object template into the binding and returns true, otherwise returns false |
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TSharedRef< UE::MovieScene::FSharedPlaybackState > | CreateTransientSharedPlaybackState
(
UObject* WorldContext, |
For cases where the user does not have a IMovieScenePlayer with a shared playback state, creates a transient one. |
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bool | EvaluateSequenceCondition
(
const FGuid& BindingID, |
Helper function for evaluating a condition in a movie scene, taking advantage of any cacheing that may apply. |
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UMovieSceneSection * | FindNearestSectionAtTime
(
TArrayView< UMovieSceneSection*const > Sections, |
Finds the nearest section to the given time |
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UMovieSceneSection * | FindNextSection
(
TArrayView< UMovieSceneSection*const > Sections, |
Find the next section that doesn't overlap - the section that has the next closest start time to the requested start time |
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UMovieSceneSection * | FindPreviousSection
(
TArrayView< UMovieSceneSection*const > Sections, |
Find the previous section that doesn't overlap - the section that has the previous closest start time to the requested start time |
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UMovieSceneSection * | FindSectionAtTime
(
TArrayView< UMovieSceneSection*const > Sections, |
Finds a section that exists at a given time |
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bool | FixupConsecutiveBlendingSections
(
TArray< UMovieSceneSection* >& Sections, |
Fix up consecutive sections so that there are no gaps, but there can be overlaps, in which case the sections blend together. |
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bool | FixupConsecutiveSections
(
TArray< UMovieSceneSection* >& Sections, |
Fix up consecutive sections so that there are no gaps |
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const UClass * | GetBoundObjectClass
(
UMovieSceneSequence* Sequence, |
Returns the bound object class for the binding for the given ObjectId. |
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void | GetDescendantMovieScenes
(
UMovieSceneSequence* InSequence, |
Gather up descendant movie scenes from the incoming sequence |
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void | GetDescendantSubSections
(
const UMovieScene* InMovieScene, |
Gather up descendant movie scene sub-sections from the incoming movie scene |
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UObject * | GetObjectTemplate
(
UMovieSceneSequence* Sequence, |
If the binding for the given ObjectId supports object templates, returns the template, otherwise returns nullptr |
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void | GetPrioritySortedCustomBindingTypes
(
TArray< const TSubclassOf< UMovieSceneCustomBinding > >& OutCustomBindingTypes |
Returns a sorted list of all custom binding type classes currently known. |
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UObject * | GetResolutionContext
(
UMovieSceneSequence* Sequence, |
Finds the resolution context to use to resolve the given guid. |
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const UMovieSceneCondition * | GetSequenceCondition
(
const UMovieSceneTrack* Track, |
Given a movie scene track and an optional section inside it, returns an optional single condition that needs to be evaluated. |
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UObject * | GetSingleBoundObject
(
UMovieSceneSequence* Sequence, |
Returns the single bound object currently bound to the given objectid and binding index (optional). |
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float | GetSoundDuration
(
USoundBase* Sound |
Get the duration for the given sound |
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bool | IsBoundToAnySpawnable
(
UMovieSceneSequence* Sequence, |
Returns whether the given ObjectId is valid and is currently bound to at least 1 spawnable give the current context. |
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bool | IsBoundToSpawnable
(
UMovieSceneSequence* Sequence, |
Returns whether the given ObjectId is valid and is the given bindingindex is currently bound to a spawnable give the current context. |
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bool | IsSectionKeyable
(
const UMovieSceneSection* |
|
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UObject * | MakeSpawnableTemplateFromInstance
(
UObject& InSourceObject, |
Return a copy of the source object, suitable for use as a spawnable template. |
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FString | MakeUniqueBindingName
(
UMovieScene* InMovieScene, |
Return a name unique to the binding names in the given movie scene |
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FString | MakeUniqueSpawnableName
(
UMovieScene* InMovieScene, |
Return a name unique to the spawnable names in the given movie scene |
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UObject * | ResolveSceneComponentBoundObject
(
UObject* Object |
|
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USceneComponent * | SceneComponentFromRuntimeObject
(
UObject* Object |
Get the scene component from the runtime object |
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bool | SetObjectTemplate
(
UMovieSceneSequence* Sequence, |
If the binding for the given ObjectId supports object templates, sets the template and returns true, otherwise returns false |
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void | SetRuntimeObjectMobility
(
UObject* Object, |
Set the runtime object movable |
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void | SortConsecutiveSections
(
TArray< UMovieSceneSection* >& Sections |
Sort consecutive sections so that they are in order based on start time |
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bool | SortLowerBounds
(
TRangeBound< FFrameNumber > A, |
Sort predicate that sorts lower bounds of a range |
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bool | SortOverlappingSections
(
const UMovieSceneSection* A, |
Sort predicate that sorts overlapping sections by row primarily, then by overlap priority |
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bool | SortUpperBounds
(
TRangeBound< FFrameNumber > A, |
Sort predicate that sorts upper bounds of a range |
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bool | SupportsObjectTemplate
(
UMovieSceneSequence* Sequence, |
Returns whether the binding for the given ObjectId supports object templates |
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FGuid | TryCreateCustomSpawnableBinding
(
UMovieSceneSequence* Sequence, |
Attempts to create a new custom spawnable binding for the passed in UObject*. |
Classes
Type | Name | Description | |
---|---|---|---|
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FMovieSceneScopedPackageDirtyGuard | Helper struct to cache the package dirty state and then to restore it after this leaves scope. |