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Library of Blueprint/Python accessible functions to interface with the Cinematic Production Settings
| Name | UProductionFunctionLibrary |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/CinematicAssemblyTools/Source/CineAssemblyToolsEditor/Public/ProductionFunctionLibrary.h |
| Include Path | #include "ProductionFunctionLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class UProductionFunctionLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UProductionFunctionLibrary
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddProduction
(
FCinematicProduction Production |
Add the input Cinematic Production to the Production Settings' list of productions | ProductionFunctionLibrary.h |
|
static void ClearActiveProduction() |
Sets the active Cinematic Production to None | ProductionFunctionLibrary.h |
|
static UCineAssembly * CreateAssembly
(
UCineAssemblySchema* Schema, |
Note: Prefer the CineAssembly Editor Function Library version of CreateAssembly. | ProductionFunctionLibrary.h |
|
static void DeleteProduction
(
FGuid ProductionID |
Removes the Cinematic Production matching the input ProductionID from the Production Settings' list of productions | ProductionFunctionLibrary.h |
|
static bool GetActiveProduction
(
FCinematicProduction& Production |
Get the active Cinematic Production (if it exists) | ProductionFunctionLibrary.h |
|
static TArray< FCinematicProduction > GetAllProductions() |
Returns an array of all available Cinematic Productions | ProductionFunctionLibrary.h |
|
static bool GetProduction
(
FGuid ProductionID, |
Get the Cinematic Production matching the input ProductionID (if it exists) | ProductionFunctionLibrary.h |
|
static bool GetProductionExtendedData
(
FGuid ProductionID, |
Given a ProductionID and an Extended Data Struct type, returns the Extended Data object for that production if found. | ProductionFunctionLibrary.h |
|
static UProductionSettings * GetProductionSettings() |
Returns the Production Settings object | ProductionFunctionLibrary.h |
|
static bool IsActiveProduction
(
FGuid ProductionID |
Returns true if input ProductionID matches the ID of the current Active Production | ProductionFunctionLibrary.h |
|
static void RenameProduction
(
FGuid ProductionID, |
Renames the Cinematic Production matching the input ProductionID | ProductionFunctionLibrary.h |
|
static void SetActiveProduction
(
FCinematicProduction Production |
Sets the input Production as the current Active Production If no input is provided, the Active Production will be set to None | ProductionFunctionLibrary.h |
|
static void SetActiveProductionByID
(
FGuid ProductionID |
Sets the Production matching the input ProductionID as the current Active Production | ProductionFunctionLibrary.h |
|
static bool SetProductionExtendedData
(
FGuid ProductionID, |
Given a ProductionID and an Extended Data Struct, sets the struct data on the production. | ProductionFunctionLibrary.h |
|