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Unreal Engine C++ API Reference > Runtime > MovieSceneCapture > Protocols
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMovieSceneCaptureProtocolBase
- UMovieSceneAudioCaptureProtocolBase
- UMasterAudioSubmixCaptureProtocol
References
Module | MovieSceneCapture |
Header | /Engine/Source/Runtime/MovieSceneCapture/Public/Protocols/AudioCaptureProtocol.h |
Include | #include "Protocols/AudioCaptureProtocol.h" |
Syntax
class UMasterAudioSubmixCaptureProtocol : public UMovieSceneAudioCaptureProtocolBase
Remarks
This is an experimental audio capture implementation which captures the final output from the master submix. This requires that your sequence can be played back in real-time (when rendering is disabled). If the sequence evaluation hitches the audio will become desynchronized due to their being more time passed in real time (platform time) than in the sequence itself.
Variables
Type | Name | Description | |
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bool | bHasSetup | |
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FString | FileName | ~ End UMovieSceneCaptureProtocolBase Implementation |
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double | GameRecordingStartTime | |
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double | PlatformRecordingStartTime | |
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double | TotalGameRecordingTime | |
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double | TotalPlatformRecordingTime |
Constructors
Type | Name | Description | |
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UMasterAudioSubmixCaptureProtocol
(
const FObjectInitializer& Init |
Overridden from UMovieSceneCaptureProtocolBase
Type | Name | Description | |
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void | Called when we have finished capturing and we should start finalizing the capture | |
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void | Pause capturing | |
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bool | SetupImpl () |
~ UMovieSceneCaptureProtocolBase Implementation |
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bool | Start capturing |