Navigation
API > API/Plugins > API/Plugins/SubtitlesAndClosedCaptions
SUBTITLES_PRD - Requirement: Ability to allow designers to “script” subtitle location for sequences and scenes to avoid subtitles overlapping important scenes or characters Use a UEngineSubsystem for blueprints
Game configuration for font customization per game
| Name | USubtitlesSubsystem |
| Type | class |
| Header File | /Engine/Plugins/SubtitlesAndClosedCaptions/Source/SubtitlesAndClosedCaptions/Public/SubtitlesSubsystem.h |
| Include Path | #include "SubtitlesSubsystem.h" |
Syntax
UCLASS (MinimalAPI, Config=Game, defaultconfig)
class USubtitlesSubsystem : public UWorldSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → USubtitlesSubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USubtitlesSubsystem() |
SubtitlesSubsystem.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetRegistry | IAssetRegistry * | SubtitlesSubsystem.h | ||
| bInitializedWidget | bool | SubtitlesSubsystem.h | ||
| ViewportWidget | TObjectPtr< UViewportWidgetOverlay > | SubtitlesSubsystem.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const TArray< FActiveSubtitleAssetData > & GetActiveSubtitles () |
GetActiveSubtitles returns the sorted array of queued subtitles. | SubtitlesSubsystem.h | |
TWeakObjectPtr< USubtitleWidget > GetActiveSubtitleWidget() |
SubtitlesSubsystem.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsSubtitleActive
(
FSubtitleAssetData Data |
Returns true if the given subtitle asset is being displayed. | SubtitlesSubsystem.h | |
virtual void QueueSubtitle
(
FQueueSubtitleParameters Params, |
FSubtitlesAndClosedCaptionsDelegates For thread safety, Queueing and Stopping subtitles will be marshaled onto the Game Thread. | SubtitlesSubsystem.h | |
| Metasounds may reference a soundwave, but can only really provide the sound's name from the audio thread. | SubtitlesSubsystem.h | ||
virtual void ReplaceWidget
(
const TSoftClassPtr< USubtitleWidget >& NewWidgetAsset |
Replaces the Subtitle Widget with a new asset subclassed from the base USubtitleWidget. Used by the Replace Subtitle Widget BP function. | SubtitlesSubsystem.h | |
virtual void StopAllSubtitles() |
Stops all queued subtitles from being displayed. This includes subtitles not yet being displayed due to their StartOffset. | SubtitlesSubsystem.h | |
virtual void StopSubtitle
(
FSubtitleAssetData Data |
Stops the given subtitle asset being displayed. This includes subtitles not yet being displayed due to their StartOffset. | SubtitlesSubsystem.h |
Protected Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddActiveSubtitle
(
const FSubtitleAssetData& Subtitle, |
SubtitlesSubsystem.h | ||
virtual void BindDelegates() |
SubtitlesSubsystem.h | ||
| SubtitlesSubsystem.h | |||
virtual void MakeDelayedSubtitleActive
(
const FSubtitleAssetData& Subtitle, |
These need to be UFUNCTIONs for the Timer Delegate bindings. | SubtitlesSubsystem.h | |
virtual void RemoveActiveSubtitle
(
const FSubtitleAssetData& Subtitle |
SubtitlesSubsystem.h | ||
virtual void UnbindDelegates() |
SubtitlesSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
SubtitlesSubsystem.h | ||
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
SubtitlesSubsystem.h |