unreal.TimecodeProvider
¶
- class unreal.TimecodeProvider(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
A class responsible of fetching a timecode from a source. Note, FApp::GetTimecode and FApp::GetTimecodeFramerate should be used to retrieve the current system Timecode and Framerate.
C++ Source:
Module: Engine
File: TimecodeProvider.h
Editor Properties: (see get_editor_property/set_editor_property)
frame_delay
(float): [Read-Write] Number of frames to subtract from the qualified frame time when GetDelayedQualifiedFrameTime or GetDelayedTimecode is called. see: GetDelayedQualifiedFrameTime, GetDelayedTimecode
- fetch_and_update() None ¶
Update the state of the provider. Call it to ensure timecode and state are updated. It is suggested to fetch timecode from its source and cache it for the getters.
- fetch_timecode() QualifiedTime or None ¶
Fetch current timecode from its source. e.g. From hardware/network/file/etc. It is recommended to cache the fetched timecode.
- Returns:
out_frame_time (QualifiedTime):
- Return type:
QualifiedTime or None
- get_delayed_qualified_frame_time() QualifiedTime ¶
Return current frame time with FrameDelay applied. Only assume valid when GetSynchronizationState() returns Synchronized.
- Return type:
- get_delayed_timecode() Timecode ¶
Return the delayed frame time converted into a timecode value.
- Return type:
- get_qualified_frame_time() QualifiedTime ¶
Return current frame time. Since it may be called several times per frame, it is suggested to return a cached value.
- Return type:
- get_synchronization_state() TimecodeProviderSynchronizationState ¶
The state of the TimecodeProvider and if it’s currently synchronized and the Timecode and FrameRate getters are valid.
- Return type: