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Resolves and caches an actor's relationship to a level sequence hierarchy at construction time. Determines whether the actor is bound as a possessable or spawnable, and which sequence and sequence ID owns that binding.
| Name | FActorSequenceInformation |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/Takes/Source/TakesCore/Public/ActorSequenceInformation.h |
| Include Path | #include "ActorSequenceInformation.h" |
Syntax
class FActorSequenceInformation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ActorSequenceInformation.h | |||
FActorSequenceInformation
(
ULevelSequence* InLevelSequence, |
Resolves binding information for InActor within InLevelSequence, acquiring a shared playback state automatically. | ActorSequenceInformation.h | |
FActorSequenceInformation
(
ULevelSequence* InLevelSequence, |
Resolves binding information for InActor within InLevelSequence using the provided shared playback state. | ActorSequenceInformation.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsControlledBySequence | bool | ActorSequenceInformation.h | ||
| bIsPossessable | bool | ActorSequenceInformation.h | ||
| CachedObjectBindingGuid | FGuid | ActorSequenceInformation.h | ||
| SequenceID | FMovieSceneSequenceID | ActorSequenceInformation.h | ||
| SharedPlaybackState | TWeakPtr< const UE::MovieScene::FSharedPlaybackState > | ActorSequenceInformation.h | ||
| WeakControllingSequence | TWeakObjectPtr< UMovieSceneSequence > | ActorSequenceInformation.h | ||
| WeakTargetActor | TWeakObjectPtr< AActor > | ActorSequenceInformation.h | ||
| WeakTargetLevelSequence | TWeakObjectPtr< ULevelSequence > | ActorSequenceInformation.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FGuid & GetCachedObjectBindingGuid() |
Returns the binding GUID resolved at construction. Invalid if no binding was found. | ActorSequenceInformation.h | |
TWeakObjectPtr< UMovieSceneSequence > GetControllingSequence() |
Returns the sequence that directly owns the actor's binding. | ActorSequenceInformation.h | |
const FMovieSceneSequenceID & GetControllingSequenceID() |
Returns the FMovieSceneSequenceID of the sequence that owns the binding. | ActorSequenceInformation.h | |
AActor * GetTargetActor() |
Returns the actor passed at construction. | ActorSequenceInformation.h | |
ULevelSequence * GetTargetLevelSequence() |
Returns the root level sequence passed at construction. | ActorSequenceInformation.h | |
bool IsControlledBySequence() |
Returns true if the actor has an active binding in the sequence hierarchy (spawnable or tracked possessable). | ActorSequenceInformation.h | |
bool IsPossessable() |
Returns true if the actor is bound as a possessable with existing track data. | ActorSequenceInformation.h | |
bool IsSpawnable() |
Returns true if the actor is bound as a Sequencer-managed spawnable. | ActorSequenceInformation.h |