unreal.TakeRecorderUserParameters¶
- class unreal.TakeRecorderUserParameters(maximize_viewport: bool = False, countdown_seconds: float = 0.0, engine_time_dilation: float = 0.0, reset_playhead: bool = False, stop_at_playback_end: bool = False, stop_on_rollover: bool = False, remove_redundant_tracks: bool = False, reduce_keys_tolerance: float = 0.0, save_recorded_assets: bool = False, auto_lock: bool = False, auto_serialize: bool = False)¶
Bases:
StructBaseTake Recorder User Parameters
C++ Source:
Plugin: Takes
Module: TakeRecorder
File: TakeRecorderParameters.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_lock(bool): [Read-Write] Whether to lock the level sequence when done recordingauto_serialize(bool): [Read-Write] Whether to incrementally serialize and store some data while recordingcountdown_seconds(float): [Read-Write] Delay that we will use before starting recordingengine_time_dilation(float): [Read-Write] The engine time dilation to apply during the recordingmaximize_viewport(bool): [Read-Write] Whether to maximize the viewport (enter Immersive Mode) when recordingreduce_keys_tolerance(float): [Read-Write] Tolerance to use when reducing keysremove_redundant_tracks(bool): [Read-Write] Recommended for use with recorded spawnables. Beware that changes to actor instances in the map after recording may alter the recording when played backreset_playhead(bool): [Read-Write] Reset playhead to beginning of the playback range when starting recordingsave_recorded_assets(bool): [Read-Write] Whether to save recorded level sequences and assets when done recordingstop_at_playback_end(bool): [Read-Write] Automatically stop recording when reaching the end of the playback rangestop_on_rollover(bool): [Read-Write] Automatically stop recording when the current time code value loops over to before the start timecode value, e.g. when a rollover happens (23:59:59 -> 00:00:00:01), or if you started recording at 18:39:12:01 and timecode later jumps to 18:35:00:01.
- property auto_lock: bool¶
[Read-Write] Whether to lock the level sequence when done recording
- Type:
(bool)
- property auto_serialize: bool¶
[Read-Write] Whether to incrementally serialize and store some data while recording
- Type:
(bool)
- property countdown_seconds: float¶
[Read-Write] Delay that we will use before starting recording
- Type:
(float)
- property engine_time_dilation: float¶
[Read-Write] The engine time dilation to apply during the recording
- Type:
(float)
- property maximize_viewport: bool¶
[Read-Write] Whether to maximize the viewport (enter Immersive Mode) when recording
- Type:
(bool)
- property reduce_keys_tolerance: float¶
[Read-Write] Tolerance to use when reducing keys
- Type:
(float)
- property remove_redundant_tracks: bool¶
[Read-Write] Recommended for use with recorded spawnables. Beware that changes to actor instances in the map after recording may alter the recording when played back
- Type:
(bool)
- property reset_playhead: bool¶
[Read-Write] Reset playhead to beginning of the playback range when starting recording
- Type:
(bool)
- property save_recorded_assets: bool¶
[Read-Write] Whether to save recorded level sequences and assets when done recording
- Type:
(bool)
- property stop_at_playback_end: bool¶
[Read-Write] Automatically stop recording when reaching the end of the playback range
- Type:
(bool)
- property stop_on_rollover: bool¶
[Read-Write] Automatically stop recording when the current time code value loops over to before the start timecode value, e.g. when a rollover happens (23:59:59 -> 00:00:00:01), or if you started recording at 18:39:12:01 and timecode later jumps to 18:35:00:01.
- Type:
(bool)