description: Moves the section by a specific amount of time

code: void MoveSection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) DeltaTime )


module: MovieScene

code: virtual void OnMoved ( int32 DeltaTime )


description:
Checks to see if this section overlaps with an array of other sections given an optional time and track delta.
The first section that overlaps, or null if there is no overlap.

code: virtual const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * OverlapsWithSections ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & Sections, int32 TrackDelta, int32 TimeDelta ) const


code: virtual void OnDilated ( float DilationFactor, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Origin )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Migrate the frame times of the movie scene section from the source frame rate to the destination frame rate

code: virtual void MigrateFrameTimes ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) SourceRate, [FFrameRate](API\Runtime\Core\Misc\FFrameRate) DestinationRate )


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


description: Called when this section should be removed for cooking

code: virtual void RemoveForCook()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets this section's blend type

code: virtual void SetBlendType ( EMovieSceneBlendType InBlendType )


description: Set this section's color tint.

code: void SetColorTint ( const [FColor](API\Runtime\Core\Math\FColor) & InColorTint )


description: Will be clamped to the current start frame if necessary

code: virtual void SetEndFrame ( [TRangeBound](API\Runtime\Core\Math\TRangeBound)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > NewEndFrame )


description: Sets this section's completion mode

code: void SetCompletionMode ( EMovieSceneCompletionMode InCompletionMode )


description: Whether or not this section is active.

code: void SetIsActive ( bool bInIsActive )


description: Sets this section's priority over overlapping sections (higher wins)

code: void SetOverlapPriority ( int32 NewPriority )


description: Gets/sets the number of frames to continue 'postrolling' this section for after evaluation has ended.

code: void SetPostRollFrames ( int32 InPostRollFrames )


description: Gets the number of frames to prepare this section for evaluation before it actually starts.

code: void SetPreRollFrames ( int32 InPreRollFrames )


description: Whether or not this section is locked.

code: void SetIsLocked ( bool bInIsLocked )


description: Sets a new range of times for this section

code: virtual void SetRange ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & NewRange )


description: Will be clamped to the current end frame if necessary

code: virtual void SetStartFrame ( [TRangeBound](API\Runtime\Core\Math\TRangeBound)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > NewStartFrame )


description: Sets this section's new row index

code: void SetRowIndex ( int32 NewRowIndex )


code: bool ShouldUpgradeEntityData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FMovieSceneEvaluationCustomVersion::Type](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationCustomVersi-) UpgradeVersion ) const


description: Whether or not we draw a curve for a particular channel owned by this section. Defaults to true.

code: virtual bool ShowCurveForChannel ( const void * Channel ) const


description:
Split a section in two at the split time
The newly created split section

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * SplitSection ( [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) SplitTime, bool bDeleteKeys )


description: Trim a section at the trim time

code: virtual void TrimSection ( [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) TrimTime, bool bTrimLeft, bool bDeleteKeys )


description:
Calls Modify if this section can be modified, i.e. can't be modified if it's locked
Returns whether this section is locked or not

code: bool TryModify ( bool bAlwaysMarkDirty )


code: UMovieSceneSection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMovieSceneSection

description: Base class for movie scene sections

code: class UMovieSceneSection : public [UMovieSceneSignedObject](API\Runtime\MovieScene\UMovieSceneSignedObject)

BlendType

type: FOptionalMovieS...

bSupportsInfiniteRange

type: bool

description: Does this section support infinite ranges in the track editor?

ChannelProxy

type: TSharedPtr<FMo...

description: Channel proxy that contains all the channels in this section - must be populated and invalidated by derived types.

ChannelProxyType

type: EMovieSceneChan...

description: Defines whether the channel proxy can change over the lifetime of the section

Easing

type: FMovieSceneEasi...

EvalOptions

type: FMovieSceneSect...

SectionRange

type: FMovieSceneFram...

description: The range in which this section is active

TimecodeSource

type: FMovieSceneTime...

description: The timecode at which this movie scene section is based (ie. when it was recorded)


description:
Whether objects can be spawned at run-time.
true if objects can be spawned by sequencer, false if only existing objects can be possessed.

code: virtual bool AllowsSpawnableObjects() const


description: True if the result of GetParentObject is significant in object resolution for LocateBoundObjects.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: UnbindPossessableObjects

code: virtual void BindPossessableObject ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) & PossessedObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description:
Specifies whether this sequence can animate the object in question (either as a spawnable or possessable)
true if this object can be animated.

code: virtual bool CanAnimateObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & InObject ) const


description:
Check whether the given object can be possessed by this animation.
true if the object can be possessed, false otherwise.

code: virtual bool CanPossessObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InPlaybackContext ) const


description:
Specifies whether this sequence allows rebinding of the specified possessable
true if rebinding this possessable is valid at runtime, false otherwise

code: virtual bool CanRebindPossessable ( const [FMovieScenePossessable](API\Runtime\MovieScene\FMovieScenePossessable) & InPossessable ) const


description: Called to retrieve or construct a director instance to be used for the specified player

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateDirectorInstance ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID )


description: Called to add a new possessable for the specified object

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) CreatePossessable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToPossess )


description: Called to add a new spawnable for the specified object

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) CreateSpawnable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToSpawn )


description: Find all object binding IDs associated with the specified tag name (set up through RMB->Expose on Object bindings from within sequencer)

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) > & FindBindingsByTag ( [FName](API\Runtime\Core\UObject\FName) InBindingName ) const


description:
Attempt to find the guid relating to the specified object
The object's guid, or zero guid if the object is not a valid possessable in the current context

code: [FGuid](API\Runtime\Core\Misc\FGuid) FindPossessableObjectId ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context ) const


description:
Optional method for efficient lookup of an object binding from an actual object in the world
The object's guid, or zero guid if the object is not a valid possessable in the current context

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) FindBindingFromObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context ) const


description: Called to validate the specified object cache by removing anything that should be deemed out of date

code: virtual void GatherExpiredObjects ( const [FMovieSceneObjectCache](API\Runtime\MovieScene\Evaluation\FMovieSceneObjectCache) & InObjectCache, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & OutInvalidIDs ) const


code: [UMovieSceneCompiledData](API\Runtime\MovieScene\Compilation\UMovieSceneCompiledData) * GetCompiledData() const


description: Get the display name for this movie sequence

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description: Find the first object binding ID associated with the specified tag name (set up through RMB->Expose on Object bindings from within sequencer)

code: [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) FindBindingByTag ( [FName](API\Runtime\Core\UObject\FName) InBindingName ) const


description: Get the earliest timecode source out of all of the movie scene sections contained within this sequence's movie scene.


description: Access the flags that define this sequence's characteristics and behavior


description:
The returned movie scene represents the root movie scene. It may contain additional child movie scenes.
The movie scene.

code: virtual [UMovieScene](API\Runtime\MovieScene\UMovieScene) * GetMovieScene() const


description:
Get the logical parent object for the supplied object (not necessarily its outer).
The parent object, or nullptr if the object has no logical parent.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetParentObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description:
Check whether this sequence is playable directly outside of a root sub sequence or not
True if this sequences cooked data will include all the necessary information to be played back on its own, false if this data is not present in cooked builds

code: bool IsPlayableDirectly() const


description: Sequences can determine whether they support a particular track type

code: virtual ETrackSupport IsTrackSupported ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > InTrackClass ) const


description:
Locate all the objects that correspond to the specified object ID, using the specified context
An array of all bound objects

code: [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 > > LocateBoundObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context ) const


description: Locate all the objects that correspond to the specified object ID, using the specified context

code: virtual void LocateBoundObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const


code: virtual EMovieSceneServerClientMask OverrideNetworkMask ( EMovieSceneServerClientMask InDefaultMask ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Assign whether this sequence is playable directly outside of a root sub sequence or not

code: void SetPlayableDirectly ( bool bInPlayableDirectly )


code: void SetSequenceFlags ( EMovieSceneSequenceFlags InFlags )


description: Unbinds specific objects from the provided GUID that do not resolve

code: virtual void UnbindInvalidObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description:
Create a spawnable object template from the specified source object
A new object template of the specified name

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * MakeSpawnableTemplateFromInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & InSourceObject, [FName](API\Runtime\Core\UObject\FName) ObjectName )


description: Unbinds specific objects from the provided GUID

code: virtual void UnbindObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description: BindPossessableObject

code: virtual void UnbindPossessableObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId )


code: UMovieSceneSequence ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UMovieSceneSequence

description: Abstract base class for movie scene animations (C++ version).

code: class UMovieSceneSequence : public [UMovieSceneSignedObject](API\Runtime\MovieScene\UMovieSceneSignedObject)

bParentContextsAreSignificant

description: True if the result of GetParentObject is significant in object resolution for LocateBoundObjects.

bPlayableDirectly

description: When true, this sequence should be compiled as if it is playable directly (outside of a root sequence).

DefaultCompletionMode

type: EMovieSceneComp...

description: The default completion mode for this movie scene when a section's completion mode is set to project default

SequenceFlags

type: EMovieSceneSequ...

description: Flags used to define this sequence's behavior and characteristics


description: Cast this player instance as aUObjectif possible

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * AsUObject()


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Call the actor's function remotely

code: virtual bool CallRemoteFunction ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parms, [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack )


description: Whether this player can update the camera cut

code: virtual bool CanUpdateCameraCut() const


description: Changes the direction of playback (go in reverse if it was going forward, or vice versa)

code: void ChangePlaybackDirection()


description: Called to retrieve or construct an entity linker for the specified playback context


code: void FinishPlaybackInternal ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) TimeToFinishAt )


className: FMovieSceneUpdateArgs

code: struct FMovieSceneUpdateArgs


className: FOnEvaluationCallback

description: Pre and post evaluation callbacks, for async evaluations

code: typedef TBaseDelegate_NoParams< void > FOnEvaluationCallback


className: FOnMovieSceneSequencePlayerUpdated

description: An event that is broadcast each time this level sequence player is updated

code: class FOnMovieSceneSequencePlayerUpdated : public TBaseMulticastDelegate_ThreeParams< void, const UMovieSceneSequencePlayer &, FFrameTime, FFrameTime >


className: FServerTimeSample

code: struct FServerTimeSample

ReceievedTime

type: double

description: Wall-clock time that the sample was receieved

ServerTime

description: The actual server sequence time in seconds, with client ping at the time of the sample baked in


description: Retrieve all objects currently bound to the specified binding identifier

code: [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetBoundObjects ( [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) ObjectBinding )


description: Set whether to disable camera cuts

code: bool GetDisableCameraCuts()


description:
Get the current playback position
The current playback position


description: Get the total duration of the sequence


description: Get the offset within the level sequence to finish playing


description: Access the evaluation template that we are playing back


description: Get this sequence's duration in frames

code: int32 GetFrameDuration() const


description: Get this sequence's display rate.


description:
Return the space this function should be called. Checks to see if this function should be called locally, remotely, or simply absorbed under the given conditions
bitmask representing all callspaces that apply to thisUFunctionin the given context

code: virtual int32 GetFunctionCallspace ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack )


description: Get the object bindings for the requested object

code: [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) > GetObjectBindings ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: If the current sequence should pause (due to NewPosition overshooting a previously set ShouldPause) then a range of time that should be evaluated to reach there will be returned. If we should not pause then theTOptionalwill be unset.

code: [TOptional](API\Runtime\Core\IO\TOptional)< [TRange](API\Runtime\Core\Math\TRange)< [FFrameTime](API\Runtime\Core\Misc\FFrameTime) > > GetPauseRange ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & NewPosition ) const


description:
Access the client in charge of playback
A pointer to the playback client, or nullptr if one is not available

code: virtual [IMovieScenePlaybackClient](API\Runtime\MovieScene\IMovieScenePlaybackClient) * GetPlaybackClient()


description: whether the player is currently playing, scrubbing, etc.

code: virtual [EMovieScenePlayerStatus::Type](API\Runtime\MovieScene\EMovieScenePlayerStatus__Type) GetPlaybackStatus() const


description: Get the playback rate of this player.

code: float GetPlayRate() const


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetPlaybackWorld() const


description:
Access the sequence this player is playing
the sequence currently assigned to this player

code: [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * GetSequence() const


description:
Get the name of the sequence this player is playing
the name of the sequence, or None if no sequence is set

code: [FString](API\Runtime\Core\Containers\FString) GetSequenceName ( bool bAddClientInfo ) const


description: Obtain an object responsible for managing movie scene spawnables

code: virtual [FMovieSceneSpawnRegister](API\Runtime\MovieScene\FMovieSceneSpawnRegister) & GetSpawnRegister()


description: Access this player's tick manager

code: [UMovieSceneSequenceTickManager](API\Runtime\MovieScene\UMovieSceneSequenceTickManager) * GetTickManager() const


description: Get the offset within the level sequence to start playing


description: Retrieve the currently assigned time controller

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMovieSceneTimeController](API\Runtime\MovieScene\FMovieSceneTimeController) > GetTimeController() const


description: Get the current perspective viewport settings

code: virtual void GetViewportSettings ( [TMap](API\Runtime\Core\Containers\TMap)< [FViewportClient](API\Runtime\Engine\FViewportClient) *, [EMovieSceneViewportParams](API\Runtime\MovieScene\EMovieSceneViewportParams) > & ViewportParamsMap ) const


description: Go to end and stop.

code: void GoToEndAndStop()


description: Initialize this player using its existing playback settings

code: void Initialize ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence )


description: Whether this player utilizes dynamic weighting

code: virtual bool HasDynamicWeighting() const


description: Initialize this player with a sequence and some settings

code: void Initialize ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence, const [FMovieSceneSequencePlaybackSettings](API\Runtime\MovieScene\FMovieSceneSequencePlaybackSetti-) & InSettings )


description: Ensure that this player's tick manager is set up correctly for the specified context

code: void InitializeForTick ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description: Returns whether event triggers are disabled and if so, until what time.

code: virtual bool IsDisablingEventTriggers ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & DisabledUntilTime ) const


description: Check whether the sequence is paused.

code: bool IsPaused() const


description: Check whether the sequence is actively playing.

code: bool IsPlaying() const


description: Check whether playback is reversed.

code: bool IsReversed() const


description: IsSupportedForNetworking means an object can be referenced over the network

code: virtual bool IsSupportedForNetworking() const


code: bool NeedsQueueLatentAction() const


code: virtual void OnStartedPlaying()


description: Start playback forwards from the current time cursor position, using the current play rate.

code: void Play()


description: Pause playback.

code: void Pause()


description: Reverse playback.

code: void PlayReverse()


description: Start playback from the current time cursor position, looping the specified number of times.

code: void PlayLooping ( int32 NumLoops )


description: Play from the current position to the requested position and pause. If requested position is before the current position, playback will be reversed. Playback to the requested position will be cancelled ifStop()orPause()is invoked during this playback.

code: void PlayTo ( [FMovieSceneSequencePlaybackParams](API\Runtime\MovieScene\FMovieSceneSequencePlaybackParam-) PlaybackParams, [FMovieSceneSequencePlayToParams](API\Runtime\MovieScene\FMovieSceneSequencePlayToParams) PlayToParams )


description: Called by the evaluation system after evaluation has occured

code: virtual void PostEvaluation ( const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context )


description: Called right after receiving a bunch

code: virtual void PostNetReceive()


code: void QueueLatentAction ( FMovieSceneSequenceLatentActionDelegate Delegate )


description: Removes a previously assigned weight

code: void RemoveWeight ( [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID )


description: Resolve objects bound to the specified binding ID

code: virtual void ResolveBoundObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InBindingId, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID, [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) & Sequence, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ResolutionContext, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const


description: Restore any changes made by this player to their original state

code: void RestoreState()


description: Called by the evaluation system when evaluation has just started.

code: virtual void PreEvaluation ( const [FMovieSceneContext](API\Runtime\MovieScene\Evaluation\FMovieSceneContext) & Context )


description: Scrub playback.

code: void Scrub()


description: Removes a previously assigned weight

code: void RemoveWeight()


description: Set whether to disable camera cuts

code: void SetDisableCameraCuts ( bool bInDisableCameraCuts )


description: Set the valid play range for this sequence, determined by a starting frame number (in this sequence player's plaback frame), and a number of frames duration

code: void SetFrameRange ( int32 StartFrame, int32 Duration, float SubFrames )


description: Sets whether to listen or ignore playback replication events.

code: void SetIgnorePlaybackReplication ( bool bState )


description: Set the frame-rate that this player should play with, making all frame numbers in the specified time-space

code: void SetFrameRate ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) FrameRate )


description: Assign a playback client interface for this sequence player, defining instance data and binding overrides

code: void SetPlaybackClient ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IMovieScenePlaybackClient](API\Runtime\MovieScene\IMovieScenePlaybackClient) > InPlaybackClient )


description: Set the current time of the player by evaluating from the current time to the specified time, as if the sequence is playing. Triggers events that lie within the evaluated range. Does not alter the persistent playback status of the player (IsPlaying).

code: void SetPlaybackPosition ( [FMovieSceneSequencePlaybackParams](API\Runtime\MovieScene\FMovieSceneSequencePlaybackParam-) PlaybackParams )


description: Assign this player's playback settings

code: void SetPlaybackSettings ( const [FMovieSceneSequencePlaybackSettings](API\Runtime\MovieScene\FMovieSceneSequencePlaybackSetti-) & InSettings )


code: virtual void SetPlaybackStatus ( [EMovieScenePlayerStatus::Type](API\Runtime\MovieScene\EMovieScenePlayerStatus__Type) InPlaybackStatus )


description: Assign a time controller for this sequence player allowing custom time management implementations. Will reset the supplied time controller to the current time.

code: void SetTimeController ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMovieSceneTimeController](API\Runtime\MovieScene\FMovieSceneTimeController) > InTimeController )


description: Set the playback rate of this player. Negative values will play the animation in reverse.

code: void SetPlayRate ( float PlayRate )


description: Assign a time controller for this sequence player allowing custom time management implementations. Will not reset the supplied time controller in any way, so the sequence will receive its time directly from the controller.

code: void SetTimeControllerDirectly ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMovieSceneTimeController](API\Runtime\MovieScene\FMovieSceneTimeController) > InTimeController )


description: Set the perspective viewport settings

code: virtual void SetViewportSettings ( const [TMap](API\Runtime\Core\Containers\TMap)< [FViewportClient](API\Runtime\Engine\FViewportClient) *, [EMovieSceneViewportParams](API\Runtime\MovieScene\EMovieSceneViewportParams) > & ViewportParamsMap )


description: Set the valid play range for this sequence, determined by a starting time and a duration (in seconds)

code: void SetTimeRange ( float StartTime, float Duration )


description: It is recommended that either FMovieSceneSequencePlaybackSettings::DynamicWeighting should be true for this player or the asset it's playing back should be set to enable dynamic weight to avoid undesirable behavior

code: void SetWeight ( double InWeight )


code: void SetWeight ( double InWeight, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID )


code: bool ShouldStopOrLoop ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) NewPosition ) const


description: Stop playback without moving the cursor.

code: void StopAtCurrentTime()


description: Perform any tear-down work when this player is no longer (and will never) be needed

code: void TearDown()


code: void StopInternal ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) TimeToResetTo )


description: Stop playback and move the cursor to the end (or start, for reversed playback) of the sequence.

code: void Stop()


description: Update the sequence for the current time, if playing

code: void Update ( const float DeltaSeconds )


code: virtual void TickFromSequenceTickManager ( float DeltaSeconds, [FMovieSceneEntitySystemRunner](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner) * Runner )


description: Update the sequence for the current time, if playing, asynchronously

code: void UpdateAsync ( const float DeltaSeconds )


description: Updates the perspective viewports with the actor to view through

code: virtual void UpdateCameraCut ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * CameraObject, const [EMovieSceneCameraCutParams](API\Runtime\MovieScene\EMovieSceneCameraCutParams) & CameraCutParams )


code: void UpdateMovieSceneInstance ( [FMovieSceneEvaluationRange](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationRange) InRange, [EMovieScenePlayerStatus::Type](API\Runtime\MovieScene\EMovieScenePlayerStatus__Type) PlayerStatus, bool bHasJumped )


code: virtual void UpdateMovieSceneInstance ( [FMovieSceneEvaluationRange](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationRange) InRange, [EMovieScenePlayerStatus::Type](API\Runtime\MovieScene\EMovieScenePlayerStatus__Type) PlayerStatus, const [FMovieSceneUpdateArgs](API\Runtime\MovieScene\UMovieSceneSequencePlayer\FMovieSceneUpdateArgs) & Args )


code: void UpdateTimeCursorPosition ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) NewPosition, EUpdatePositionMethod Method, bool bHasJumpedOverride )


code: UMovieSceneSequencePlayer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & )


code: virtual ~UMovieSceneSequencePlayer()


className: UMovieSceneSequencePlayer

description: Abstract class that provides consistent player behaviour for various animation players

code: class UMovieSceneSequencePlayer : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer), public [IMovieSceneSequenceTickManagerClient](API\Runtime\MovieScene\IMovieSceneSequenceTickManagerCl-)

bIgnorePlaybackReplication

description: When true, ignore playback replication events.

bIsAsyncUpdate

type: uint32:  1

description: Set to true when the player is currently in the main level update

bPendingOnStartedPlaying

description: Set to true to invoke OnStartedPlaying on first update tick for started playing

bReversePlayback

description: Whether we're currently playing in reverse.

bSkipNextUpdate

description: Flag that allows the player to tick its time controller without actually evaluating the sequence

bUpdateNetSync

description: Flag that notifies the player to check network synchronization on next update

CurrentNumLoops

description: The number of times we have looped in the current playback

CurrentRunner

type: FMovieSceneEnti...

description: Usually nullptr, but will be set when we are updating inside a TickFromSequenceTickManager call

DisableEventTriggersUntilTime

type: TOptional<FFra...

description: Disable event triggers until given time

DurationFrames

description: Time (in playback frames) at which to stop playing the sequence (defaults to the upper bound of the sequence's play range)

DurationSubFrames

type: float

LatentActionManager

type: FMovieSceneLate...

description: Local latent action manager for when we're running a blocking sequence

NetSyncProps

type: FMovieSceneSequ...

description: Replicated playback status and current time that are replicated to clients

Observer

type: TScriptInterfac...

description: Obeserver interface used for controlling whether the effects of this sequence can be seen even when it is playing back.

OnFinished

type: FOnMovieSceneSe...

description: Event triggered when the level sequence player finishes naturally (without explicitly calling stop)

OnPause

description: Event triggered when the level sequence player is paused

OnPlayReverse

description: Event triggered when the level sequence player is played in reverse

OnStop

description: Event triggered when the level sequence player is stopped

PlaybackClient

description: External client pointer in charge of playing back this sequence

PlaybackSettings

description: Specific playback settings for the animation.

PlayPosition

type: FMovieScenePlay...

description: Play position helper

RootTemplateInstance

type: FMovieSceneRoot...

description: The root template instance we're evaluating

Sequence

type: TObjectPtr<UMo...

description: The sequence to play back

SequenceWeights

description: Sequence Weights

SerialNumber

description: The serial number for the current update lifespan It is incremented every time we pass a "gate" such as an RPC call that stops/finishes the sequence.

ServerTimeSamples

type: TArray<FServer...

description: Array of server sequence times in seconds, with ping compensation baked in.

SpawnRegister

description: Spawn register

StartTime

type: FFrameNumber

description: Time (in playback frames) at which to start playing the sequence (defaults to the lower bound of the sequence's play range)

Status

type: TEnumAsByte<EM...

description: Movie player status.

SynchronousRunner

description: (Optional) Synchronous runner to use when no tick manager is in use

TickManager

description: Global tick manager, held here to keep it alive while world sequences are in play

TimeController

description: (Optional) Externally supplied time controller


className: UMovieSceneSequencePlayerObserver

code: class UMovieSceneSequencePlayerObserver : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Latent actions are destroyed once they are called.

code: void AddLatentAction ( FMovieSceneSequenceLatentActionDelegate Delegate )


description: Clear latent actions pertaining to the specified object

code: void ClearLatentActions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


className: EType

code: enum EType { Register, Unregister, }


className: FPendingOperation

description: A pending registration operation

code: struct FPendingOperation

Interface

description: The interface to (un)register

TickInterval

description: Tick interval for registration (not used for UnregisterTickClient calls)

Type

type: EType

description: The type of operation (Register or Unregister)

WeakObject

type: TWeakObjectPtr<...

description: The object that we're registering (only used to ensure the interface is still valid)


description: Retrieve the tick manager for the specified playback context

code: static [UMovieSceneSequenceTickManager](API\Runtime\MovieScene\UMovieSceneSequenceTickManager) * Get ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PlaybackContext )


description:
Retrieve the linker associated with the specified (resolved) tick interval.
The linker that owns all the data for the specified tick interval, or nullptr if there is none

code: [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * GetLinker ( const [FMovieSceneSequenceTickInterval](API\Runtime\MovieScene\FMovieSceneSequenceTickInterval) & TickInterval )


description:
Retrieve the runner associated with the specified (resolved) tick interval.
The runner that flushes evaluations for the specified tick interval, or nullptr if there is none

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMovieSceneEntitySystemRunner](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner) > GetRunner ( const [FMovieSceneSequenceTickInterval](API\Runtime\MovieScene\FMovieSceneSequenceTickInterval) & TickInterval )


description: Deprecated* Please use RegisterTickClient

code: void RegisterSequenceActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: void RegisterSequenceActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IMovieSceneSequenceTickManagerClient](API\Runtime\MovieScene\IMovieSceneSequenceTickManagerCl-) > InActorInterface )


description: Register a new client to receive a tick at the specified tick interval. This client will be grouped with all other clients that tick within Sequencer.TickIntervalGroupingResolutionMs of the specified interval.

code: void RegisterTickClient ( const [FMovieSceneSequenceTickInterval](API\Runtime\MovieScene\FMovieSceneSequenceTickInterval) & TickInterval, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IMovieSceneSequenceTickManagerClient](API\Runtime\MovieScene\IMovieSceneSequenceTickManagerCl-) > InTickInterface )


description: Execute any pending latent actions

code: void RunLatentActions()


description: Deprecated* Please use UnregisterTickClient

code: void UnregisterSequenceActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: void UnregisterSequenceActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IMovieSceneSequenceTickManagerClient](API\Runtime\MovieScene\IMovieSceneSequenceTickManagerCl-) > InActorInterface )


description: Unregister a previously registered client. The client must have been registered or an assertion will fail.

code: void UnregisterTickClient ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IMovieSceneSequenceTickManagerClient](API\Runtime\MovieScene\IMovieSceneSequenceTickManagerCl-) > InTickInterface )


code: UMovieSceneSequenceTickManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UMovieSceneSequenceTickManagerClient

description: Interface for objects that are to be ticked by the tick manager.

code: class UMovieSceneSequenceTickManagerClient : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: UMovieSceneSequenceTickManager

description: Sequencer data is shared between all instances within the same group, allowing them to blend together. Clients ticking at different intervals do not support blending with each other.

code: class UMovieSceneSequenceTickManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: static void AddFlushSignal ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [UE::MovieScene::IDeferredSignedObjectFlushSignal](API\Runtime\MovieScene\IDeferredSignedObjectFlushSignal) > Signal )


description: Immediately broadcast events for this object being changed

code: void BroadcastChanged()


className: FOnSignatureChanged

description: Event that is triggered whenever this object's signature has changed

code: class FOnSignatureChanged : public TBaseMulticastDelegate_NoParams< void >


description: Retrieve this object's signature that uniquely identifies its current state. Any change to this object will result in a new signature. This is a GUID and not a hash - equivalent class state does not generate identical signatures.

code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetSignature() const


description: Mark this object as having been changed in any way. Will regenerate this object's Signature and schedule an event to be broadcast to notify subscribers of the change

code: void MarkAsChanged()


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after applying a transaction to the object in cases where transaction annotation was provided. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITransactionObjectAnnotation](API\Runtime\CoreUObject\Misc\ITransactionObjectAnnotation) > TransactionAnnotation )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: static void SetDeferredHandler ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [UE::MovieScene::IDeferredSignedObjectChangeHandler](API\Runtime\MovieScene\IDeferredSignedObjectChangeHandl-) > && InHandler )


className: UMovieSceneSignedObject

code: class UMovieSceneSignedObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: UMovieSceneSignedObject ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


className: ETreePopulationMode

code: enum ETreePopulationMode { None, Blended, HighPass, HighPassPerRow, }


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


description:
Updates the row indices of sections owned by this track so that all row indices which are used are consecutive with no gaps.
Whether or not fixes were made.

code: bool FixRowIndices()


description:
Get this track's color tint.
Color Tint.

code: const [FColor](API\Runtime\Core\Math\FColor) & GetColorTint() const


description:
Called when this track's movie scene is being cooked to determine if/how this track should be cooked.
ECookOptimizationFlags detailing how to optimize this track

code: virtual ECookOptimizationFlags GetCookOptimizationFlags() const


description:
Get the track's display name.
Display name text.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description:
Get the track's display tooltip text to be shown on the track's name.
Display tooltip text.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayNameToolTipText() const


description: Retrieve a fully up-to-date evaluation field for this track.

code: const [FMovieSceneTrackEvaluationField](API\Runtime\MovieScene\FMovieSceneTrackEvaluationField) & GetEvaluationField()


description: The evaluation field is cached with the data and is invalidated if the data signature changes, or if this version number changes. You should bump this version number if you start/stop overriding, or otherwise change the logic, of PopulateEvaluationTree.

code: virtual int8 GetEvaluationFieldVersion() const


description: Gets the greatest row index of all the sections owned by this track.

code: int32 GetMaxRowIndex() const


description: Get compiler rules to use when compiling sections that overlap on the same row. These define how to deal with overlapping sections and empty space on a row

code: virtual FMovieSceneTrackRowSegmentBlenderPtr GetRowSegmentBlender() const


description:
Get the section we want to key. If track doesn't support layered blends it will return nulltpr.
The section to key if one exists

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * GetSectionToKey() const


description: Get this folder's desired sorting order

code: int32 GetSortingOrder() const


description: Gets what kind of blending is supported by this section


description: The name that makes this track unique from other track of the same class.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetTrackName() const


description:
Get the track row's display name.
Display name text.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTrackRowDisplayName ( int32 RowIndex ) const


description: Get compiler rules to use when compiling sections that overlap on different rows. These define how to deal with overlapping sections and empty space at the track level

code: virtual FMovieSceneTrackSegmentBlenderPtr GetTrackSegmentBlender() const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Whether evaluation of this track should be disabled due to mute/solo settings

code: bool IsEvalDisabled() const


code: bool IsRowEvalDisabled ( int32 RowIndex ) const


description: Called when row indices have been fixed up

code: virtual void OnRowIndicesChanged ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & NewToOldRowIndices )


description: Called if the section is moved in Sequencer.

code: virtual EMovieSceneSectionMovedResult OnSectionMoved ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section, const [FMovieSceneSectionMovedParams](API\Runtime\MovieScene\FMovieSceneSectionMovedParams) & Params )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Run the pre-compilation step for this track. This method is called by the sequence compiler and is not meant to be called by 3rd party code.

code: void PreCompile ( [FMovieSceneTrackPreCompileResult](API\Runtime\MovieScene\FMovieSceneTrackPreCompileResult) & OutPreCompileResult )


description: Sub-classes can override this method to perform custom pre-compilation logic.

code: virtual void PreCompileImpl &40; FMovieSceneTrackPreCompileResult & OutPreCompileResult &41;


description: Sub-classes can override this method to perforum custom evaluation tree population logic.

code: virtual bool PopulateEvaluationTree &40; TMovieSceneEvaluationTree< FMovieSceneTrackEvaluationData > & OutData &41; const


description: Removes animation data.

code: virtual void RemoveAllAnimationData()


description: Called when this track should be removed for cooking

code: virtual void RemoveForCook()


code: static bool RemoveMutedTracksOnCook()


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


description: Called by Sequencer to set whether evaluation of this track should be disabled due to mute/solo settings

code: void SetEvalDisabled ( bool bEvalDisabled )


description: Set this track's color tint.

code: void SetColorTint ( const [FColor](API\Runtime\Core\Math\FColor) & InTrackTint )


code: void SetRowEvalDisabled ( bool bEvalDisabled, int32 RowIndex )


description: Set This Section as the one to key. If track doesn't support layered blends then don't implement

code: virtual void SetSectionToKey ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection )


code: virtual EMovieSceneTrackEasingSupportFlags SupportsEasing ( [FMovieSceneSupportsEasingParams](API\Runtime\MovieScene\FMovieSceneSupportsEasingParams) & Params ) const


description: Set this folder's desired sorting order.

code: void SetSortingOrder ( const int32 InSortingOrder )


description: Whether or not this track supports the creation of default sections when the track is created.

code: virtual bool SupportsDefaultSections() const


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


description: Update all auto-generated easing curves for all sections in this track

code: virtual void UpdateEasing()


description: Whether or not this track supports multiple row indices.

code: virtual bool SupportsMultipleRows() const


code: UMovieSceneTrack ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & InInitializer )


className: UMovieSceneTrack

description: Base class for a track in a Movie Scene

code: class UMovieSceneTrack : public [UMovieSceneSignedObject](API\Runtime\MovieScene\UMovieSceneSignedObject)

bIsEvalDisabled

type: bool

description: Whether evaluation of this track has been disabled via mute/solo

bSupportsDefaultSections

description: Does this track support the creation of a default section when created?

BuiltInTreePopulationMode

type: ETreePopulation...

DisplayOptions

type: FMovieSceneTrac...

description: General display options for a given track

EvalOptions

description: General evaluation options for a given track

ObjectBindingID

type: FGuid

description: The object binding that this track resides within

RowsDisabled

type: TArray< int32 >

description: Which rows have been disabled via mute/solo

SortingOrder

description: This folder's desired sorting order

SupportedBlendTypes

type: FMovieSceneBlen...

description: Intentionally not a UPROPERTY so this isn't serialized

TrackTint

type: FColor

description: This track's tint color


code: UNodeAndChannelMappings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UNodeAndChannelMappings

code: class UNodeAndChannelMappings : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: FCachedMetrics

description: Structure used to cache various metrics for our capture

module: MovieSceneCapture

code: struct FCachedMetrics

ElapsedSeconds

type: float

description: The number of seconds that have elapsed

Frame

description: The current frame number

PreviousFrame

description: The previous frame number

Width

description: The width/Height of the frame


code: template<typename T> T * GetPayload()


code: [FCapturedFrameData](API\Runtime\MovieSceneCapture\FCapturedFrameData) & operator= ( [FCapturedFrameData](API\Runtime\MovieSceneCapture\FCapturedFrameData) && In )


code: FCapturedFrameData & operator&61; &40; const FCapturedFrameData & In &41;


code: FCapturedFrameData ( [FCapturedFrameData](API\Runtime\MovieSceneCapture\FCapturedFrameData) && In )


code: FCapturedFrameData ( FIntPoint InBufferSize, FFramePayloadPtr InPayload )


code: FCapturedFrameData &40; const FCapturedFrameData & In &41;


className: FCapturedFrameData

description: Structure representing a captured frame

code: struct FCapturedFrameData

BufferSize

type: FIntPoint

description: The size of the resulting color buffer

ColorBuffer

type: TArray<FColor...

description: The color buffer of the captured frame

Payload

type: FFramePayloadPt...

description: Optional user-specified payload


description: ~Capture from a slate viewport, using the specified custom protocol settings

code: static [FCaptureProtocolInitSettings](API\Runtime\MovieSceneCapture\FCaptureProtocolInitSettings) FromSlateViewport ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > InSceneViewport )


className: FCaptureProtocolInitSettings

description: No constructors are accessible with public or protected access.

code: struct FCaptureProtocolInitSettings

DesiredSize

description: The desired size of the captured frames

SceneViewport

type: TSharedPtr<FSc...

description: The slate viewport we should capture from


code: FCaptureResolution ( int32 InX, int32 InY )


className: FCaptureResolution

description: Structure representing a capture resolution

code: struct FCaptureResolution


code: virtual int32 GetDroppedFrames ( double CurrentTimeSeconds, uint32 FrameIndex ) const


code: virtual void OnInitialize()


code: virtual bool ShouldPresent ( double CurrentTimeSeconds, uint32 FrameIndex ) const


code: FFixedTimeStepCaptureStrategy ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) InFrameRate )


className: FFixedTimeStepCaptureStrategy

description: A strategy that employs a fixed frame time-step, and as such never drops a frame. Potentially accelerated.

code: struct FFixedTimeStepCaptureStrategy : public [ICaptureStrategy](API\Runtime\MovieSceneCapture\ICaptureStrategy)


description: Instruct the frame grabber capture this frame, when it receives an event from slate

code: void CaptureThisFrame ( FFramePayloadPtr Payload )


className: EFrameGrabberState

description: The current state of the grabber

code: enum EFrameGrabberState { Inactive, Active, PendingShutdown, }


description: Retrieve any frames we may have captured


description: Check whether we have any outstanding frames or not

code: bool HasOutstandingFrames() const


description: Check whether we're capturing frames or not

code: bool IsCapturingFrames() const


description: Callback for when a backbuffer is ready for reading (called on render thread)

code: void OnBackBufferReadyToPresentCallback ( [SWindow](API\Runtime\SlateCore\Widgets\SWindow) & SlateWindow, const FTexture2DRHIRef & BackBuffer )


description: Called when the specified surface index has been locked for reading with the render target data (called on render thread)

code: void OnFrameReady ( int32 SurfaceIndex, [FColor](API\Runtime\Core\Math\FColor) * ColorBuffer, int32 Width, int32 Height )


description: Shut down this grabber, ensuring that any threaded operations are finished

code: void Shutdown()


description: Instruct the frame grabber to start capturing frames

code: void StartCapturingFrames()


description: Stop capturing frames

code: void StopCapturingFrames()


description: Non-copyable

code: FFrameGrabber &40; const FFrameGrabber & &41;


description: Construct this frame grabber

code: FFrameGrabber ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > Viewport, FIntPoint DesiredBufferSize, EPixelFormat InPixelFormat, uint32 NumSurfaces )


description: Destructor

code: ~FFrameGrabber()


className: FFrameGrabber

description: Class responsible for resolving render target data for a specific viewport in an efficient manner Internally, the class uses a fixed array of resolution surfaces, and dispatches rendering commands to resolve the viewport render target into a specific index into this array. This means we can resolve the render target data without having to wait, or flush rendering commands.

code: class FFrameGrabber


description: Default construction

code: FFrameMetrics()


code: FFrameMetrics ( float InTotalElapsedTime, float InFrameDelta, int32 InFrameNumber, int32 InNumDroppedFrames )


className: FFrameMetrics

description: Metrics that correspond to a particular frame

code: struct FFrameMetrics

FrameDelta

description: The total amount of time, in seconds, that this specific frame took to render (not accounting for dropped frames)

FrameNumber

description: The index of this frame from the start of the capture, including dropped frames

NumDroppedFrames

description: The number of frames we dropped in-between this frame, and the last one we captured

TotalElapsedTime

description: The total amount of time, in seconds, since the capture started


description: Check if this handle is valid

code: bool IsValid() const


code: FMovieSceneCaptureHandle()


className: FMovieSceneCaptureHandle

description: A handle to a movie scene capture implementation

code: struct FMovieSceneCaptureHandle

ID

description: Unique identifier for this handle


description: Get which frame rate to use


code: FMovieSceneCaptureSettings()


className: FMovieSceneCaptureSettings

description: Common movie-scene capture settings

code: struct FMovieSceneCaptureSettings

bAllowMovement

description: Whether to allow player movement whilst capturing

bAllowTurning

description: Whether to allow player rotation whilst capturing

bCinematicEngineScalability

description: Whether to enable cinematic engine scalability settings

bCinematicMode

description: Whether to enable cinematic mode whilst capturing

bEnableTextureStreaming

description: Whether to texture streaming should be enabled while capturing.

bOverwriteExisting

description: Whether to overwrite existing files or not

bShowHUD

description: Whether to show the in-game HUD whilst capturing

bShowPlayer

description: Whether to show the local player whilst capturing

bUseCustomFrameRate

description: Specify using the custom frame rate as opposed to the sequence's display rate

bUsePathTracer

description: Whether to use the path tracer (if supported) to render the scene

bUseRelativeFrameNumbers

description: True if frame numbers in the output files should be relative to zero, rather than the actual frame numbers in the originating animation content.

CustomFrameRate

type: FFrameRate

description: The custom frame rate at which to capture if "Use Custom Frame Rate" is enabled

FrameRate

description: The sequence's frame rate at which to capture if "Use Custom Frame Rate" is not enabled

GameModeOverride

type: TSubclassOf< cl...

description: Optional game mode to override the map's default game mode with.

HandleFrames

description: Number of frame handles to include for each shot

MovieExtension

type: FString

description: Filename extension for movies referenced in the XMLs/EDLs

OutputDirectory

type: FDirectoryPath

description: The directory to output the captured file(s) in

OutputFormat

description: The format to use for the resulting filename.

PathTracerSamplePerPixel

description: Number of sampler per pixel to be used when rendering the scene with the path tracer (if supported)

Resolution

type: FCaptureResolut...

description: The resolution at which to capture

ZeroPadFrameNumbers

description: How much to zero-pad frame numbers on filenames


code: virtual int32 GetDroppedFrames ( double CurrentTimeSeconds, uint32 FrameIndex ) const


code: virtual void OnInitialize()


code: virtual bool ShouldPresent ( double CurrentTimeSeconds, uint32 FrameIndex ) const


code: virtual bool ShouldSynchronizeFrames() const


code: FRealTimeCaptureStrategy ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) InFrameRate )


description: Wait for this reader to become available, if it's currently in use

code: void BlockUntilAvailable()


className: FRealTimeCaptureStrategy

description: A capture strategy that captures in real-time, potentially dropping frames to maintain a stable constant framerate video.

code: struct FRealTimeCaptureStrategy : public [ICaptureStrategy](API\Runtime\MovieSceneCapture\ICaptureStrategy)


description: Get the current size of the texture

code: FIntPoint GetCurrentSize() const


description: Initialize this reader so that it can be waited on.

code: void Initialize()


description: Set up this surface to the specified width/height

code: void Resize ( uint32 Width, uint32 Height )


description: Safely resets the state of the wait event. When doing latent surface reading sometimes we may want to just bail on reading a given frame. Should only be performed after flushing rendering commands.

code: void Reset()


description: Set the rectangle within which to read pixels

code: void SetCaptureRect ( FIntRect InCaptureRect )


description: Resolve the specified viewport RHI, calling the specified callback with the result.

code: void ResolveRenderTarget ( [FViewportSurfaceReader](API\Runtime\MovieSceneCapture\FViewportSurfaceReader) * RenderToReadback, const FTexture2DRHIRef & BackBuffer, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FColor](API\Runtime\Core\Math\FColor) *, int32, int32)> Callback )


description: Constructor

code: FViewportSurfaceReader ( EPixelFormat InPixelFormat, FIntPoint InBufferSize )


description: Set the window size that we expect from the BackBuffer

code: void SetWindowSize ( FIntPoint InWindowSize )


code: bool WasEverQueued() const


description: Destructor

code: ~FViewportSurfaceReader()


className: FViewportSurfaceReader

description: A single, managed surface used as a render target resolution destination

code: struct FViewportSurfaceReader

AvailableEvent

type: FEvent*

description: Optional event that is triggered when the surface is no longer in use

bEnabled

type: FThreadSafeBool

description: Whether this surface reader is enabled or not

bIsEnabled

type: bool

description: Whether this reader is enabled or not.

CaptureRect

type: FIntRect

description: The rectangle to read from the surface

PixelFormat

type: EPixelFormat

description: The desired pixel format of the resolved textures

ReadbackTexture

description: Texture used to store the resolved render target

WindowSize

description: In windows mode, the size of the widget with the border


description: Get the capture frequency


description: Access the host's capture strategy

code: const [ICaptureStrategy](API\Runtime\MovieSceneCapture\ICaptureStrategy) & GetCaptureStrategy() const


description: Ask the host to inform us of how long the capture duration is expected to be. Should only be used as an estimate due to the possible complexities in calculating the duration due to handle frames, warmups, etc.


description: Get shared settings for the capture

code: const [FMovieSceneCaptureSettings](API\Runtime\MovieSceneCapture\FMovieSceneCaptureSettings) & GetSettings() const


description: Access Frame number index offset when saving out frames.

code: const int32 GetFrameNumberOffset() const


className: ICaptureProtocolHost

description: Interface to be implemented by any class using anUMovieSceneCaptureProtocolBaseinstance

code: struct ICaptureProtocolHost


code: int32 GetDroppedFrames ( double CurrentTimeSeconds, uint32 FrameIndex ) const


description: Ask the host to resolve the format string for a file name.

code: [FString](API\Runtime\Core\Containers\FString) ResolveFileFormat ( const [FString](API\Runtime\Core\Containers\FString) & Format, const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics ) const


code: bool ShouldPresent ( double CurrentTimeSeconds, uint32 FrameIndex ) const


code: virtual bool ShouldSynchronizeFrames() const


code: virtual ~ICaptureStrategy()


className: ICaptureStrategy

description: Interface that defines when to capture or drop frames

code: struct ICaptureStrategy


code: virtual ~IFramePayload()


description: Called when the buffer is now available in CPU ram Return true if you would like to execute the default behavior. (If you return false, GetCapturedFrames will be empty).

code: virtual bool OnFrameReady_RenderThread ( [FColor](API\Runtime\Core\Math\FColor) * ColorBuffer, FIntPoint BufferSize, FIntPoint TargetSize ) const


className: IFramePayload

code: struct IFramePayload


description: Shut down this movie capture

code: void Close()


description: Access Frame Number Offset


description: Get a unique handle to this object


description: Access specific movie scene capture settings


description: Initialize this capture object by binding it to the specified viewport

code: void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > Viewport, int32 PIEInstance )


description: Instruct this capture to start capturing frames

code: void StartCapturing()


code: [IMovieSceneCaptureInterface](API\Runtime\MovieSceneCapture\IMovieSceneCaptureInterface) * CreateMovieSceneCapture ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > Viewport )


code: void DestroyAllActiveCaptures()


className: IMovieSceneCaptureInterface

description: Interface for a movie capture object

code: class IMovieSceneCaptureInterface


code: void DestroyMovieSceneCapture ( [FMovieSceneCaptureHandle](API\Runtime\MovieSceneCapture\FMovieSceneCaptureHandle) Handle )


code: static [IMovieSceneCaptureModule](API\Runtime\MovieSceneCapture\IMovieSceneCaptureModule) & Get()


className: IMovieSceneCaptureModule

code: class IMovieSceneCaptureModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Convert this strream ID to a string


className: FCapturedPixels

code: struct FCapturedPixels

ImageData

type: TSharedPtr<FIm...


className: FCompositionGraphCapturePasses

description: HCGM_Linear gets remapped to DCIP3_D65 internally static_assert(HCGM_Linear == (int32)EDisplayColorGamut::DCIP3_D65, "EHDRCaptureGamut and EDisplayColorGamut not matching")

code: struct FCompositionGraphCapturePasses

Value

type: TArray<FString...

description: List of passes to record by name.


className: FCapturedPixelsID

description: Structure used as an identifier for a particular buffer within a capture.

code: struct FCapturedPixelsID

Identifiers

type: TMap<FName,FN...

description: Map of identifiers to their values for this ID.


description: Instruct this protocol to capture a frame relating to the specified metrics

code: virtual void CaptureFrameImpl ( const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics )


description: Called when we have finished capturing

code: virtual void FinalizeImpl()


code: [IMovieSceneCaptureInterface](API\Runtime\MovieSceneCapture\IMovieSceneCaptureInterface) * RetrieveMovieSceneInterface ( [FMovieSceneCaptureHandle](API\Runtime\MovieSceneCapture\FMovieSceneCaptureHandle) Handle )


description: Check whether this protocol has any processing left to do, or whether it should be finalized. Only called when the capture has been asked to end.

code: virtual bool HasFinishedProcessingImpl() const


description: Called when this protocol has been loaded

code: virtual void OnLoadConfigImpl ( [FMovieSceneCaptureSettings](API\Runtime\MovieSceneCapture\FMovieSceneCaptureSettings) & InSettings )


description: Called when this protocol has been released

code: virtual void OnReleaseConfigImpl ( [FMovieSceneCaptureSettings](API\Runtime\MovieSceneCapture\FMovieSceneCaptureSettings) & InSettings )


description: ~UMovieSceneCaptureProtocolBaseimplementation

code: virtual bool SetupImpl()


description: Called on the main thread to do any additional processing

code: virtual void TickImpl()


code: UCompositionGraphCaptureProtocol ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UCompositionGraphCaptureProtocol

code: class UCompositionGraphCaptureProtocol : public [UMovieSceneImageCaptureProtocolBase](API\Runtime\MovieSceneCapture\UMovieSceneImageCaptureProtocolB-)

bCaptureFramesInHDR

description: Whether to capture the frames as HDR textures (*.exr format)

bDisableScreenPercentage

description: Whether to disable screen percentage

CaptureGamut

type: TEnumAsByte< en...

description: The color gamut to use when storing HDR captured data.

HDRCompressionQuality

description: Compression Quality for HDR Frames (0 for no compression, 1 for default compression which can be slow)

IncludeRenderPasses

type: FCompositionGra...

description: A list of render passes to include in the capture. Leave empty to export all available passes.

PostProcessingMaterial

type: FSoftObjectPath

description: Custom post processing material to use for rendering


description: Called when generating formatting filename to add any additional format mappings

code: virtual void AddFormatMappingsImpl ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FStringFormatArg](API\Runtime\Core\Misc\FStringFormatArg) > & FormatMappings ) const


code: virtual int32 GetCompressionQuality() const


description: ~EndUFrameGrabberProtocolimplementation ~ UMovieSceneCaptureProtocol implementation


code: UCompressedImageSequenceProtocol ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UCompressedImageSequenceProtocol

code: class UCompressedImageSequenceProtocol : public [UImageSequenceProtocol](API\Runtime\MovieSceneCapture\Protocols\UImageSequenceProtocol)

CompressionQuality

description: Level of compression to apply to the image, between 1 (worst quality, best compression) and 100 (best quality, worst compression)


description: Called when we have finished capturing and we should start finalizing the capture

code: virtual void BeginFinalizeImpl()


description:
~ EndUMovieSceneCaptureProtocolBaseImplementation Retrieve an arbitrary set of data that relates to the specified frame metrics. This data will be passed through the capture pipeline, and will be accessible from ProcessFrame
Shared pointer to a payload to associate with the frame, or nullptr

code: virtual FFramePayloadPtr GetFramePayload ( const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics )


description: Process a captured frame. This may be called on any thread.

code: virtual void ProcessFrame ( [FCapturedFrameData](API\Runtime\MovieSceneCapture\FCapturedFrameData) Frame )


description: ~UMovieSceneCaptureProtocolBaseImplementation


description: Called once at the start of the capture process (before any warmup) to set up anything required for the capture.


code: UFrameGrabberProtocol ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInit )


className: UFrameGrabberProtocol

code: class UFrameGrabberProtocol : public [UMovieSceneImageCaptureProtocolBase](API\Runtime\MovieSceneCapture\UMovieSceneImageCaptureProtocolB-)

DesiredPixelFormat

description: The pixel format we want to capture in

RingBufferSize

description: The size of the render-target resolution surface ring-buffer


description: Called when we have finished capturing

code: virtual void FinalizeImpl()


code: virtual int32 GetCompressionQuality&40;&41; const


description: ~UFrameGrabberProtocol implementation


description: Called when this protocol has been loaded

code: virtual void OnLoadConfigImpl ( [FMovieSceneCaptureSettings](API\Runtime\MovieSceneCapture\FMovieSceneCaptureSettings) & InSettings )


description: Called when this protocol has been released

code: virtual void OnReleaseConfigImpl ( [FMovieSceneCaptureSettings](API\Runtime\MovieSceneCapture\FMovieSceneCaptureSettings) & InSettings )


code: UImageSequenceProtocol ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UImageSequenceProtocol

code: class UImageSequenceProtocol : public [UFrameGrabberProtocol](API\Runtime\MovieSceneCapture\Protocols\UFrameGrabberProtocol)

Format

type: EImageFormat

description: ~End UMovieSceneCaptureProtocol implementation The format of the image to write out


code: UImageSequenceProtocol_BMP ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


code: class UImageSequenceProtocol_BMP : public [UImageSequenceProtocol](API\Runtime\MovieSceneCapture\Protocols\UImageSequenceProtocol)


code: UImageSequenceProtocol_EXR ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


code: class UImageSequenceProtocol_EXR : public [UImageSequenceProtocol](API\Runtime\MovieSceneCapture\Protocols\UImageSequenceProtocol)

bCompressed

description: Whether to write out compressed or uncompressed EXRs

CaptureGamut

type: TEnumAsByte< EH...


code: UImageSequenceProtocol_JPG ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


code: class UImageSequenceProtocol_JPG : public [UCompressedImageSequenceProtocol](API\Runtime\MovieSceneCapture\Protocols\UCompressedImageSequenceProtocol)


code: class UImageSequenceProtocol_PNG : public [UCompressedImageSequenceProtocol](API\Runtime\MovieSceneCapture\Protocols\UCompressedImageSequenceProtocol)


code: UImageSequenceProtocol_PNG ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


description: Pause capturing

code: virtual void PauseCaptureImpl()


code: virtual void BeginFinalizeImpl()


code: virtual bool SetupImpl()


description:
Start capturing
true if the operation was successful, false otherwise

code: virtual bool StartCaptureImpl()


code: UMasterAudioSubmixCaptureProtocol ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UNullAudioCaptureProtocol

description: This is a null audio capture implementation which skips capturing audio. The MovieSceneCapture is explicitly aware of this type and will skip processing an audio pass if this is specified.

code: class UNullAudioCaptureProtocol : public [UMovieSceneAudioCaptureProtocolBase](API\Runtime\MovieSceneCapture\UMovieSceneAudioCaptureProtocolB-)


className: UMasterAudioSubmixCaptureProtocol

description: This is an experimental audio capture implementation which captures the final output from the master submix. This requires that your sequence can be played back in real-time (when rendering is disabled). If the sequence evaluation hitches the audio will become desynchronized due to their being more time passed in real time (platform time) than in the sequence itself.

code: class UMasterAudioSubmixCaptureProtocol : public [UMovieSceneAudioCaptureProtocolBase](API\Runtime\MovieSceneCapture\UMovieSceneAudioCaptureProtocolB-)

FileName

description: ~ EndUMovieSceneCaptureProtocolBaseImplementation

GameRecordingStartTime

type: double


description: Called when generating formatting filename to add any additional format mappings

code: virtual void AddFormatMappingsImpl ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FStringFormatArg](API\Runtime\Core\Misc\FStringFormatArg) > & FormatMappings ) const


description: Instruct this protocol to capture a frame relating to the specified metrics

code: virtual void CaptureFrameImpl ( const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics )


description: Called when we have finished capturing

code: virtual void FinalizeImpl()


description: Generate a filename for the current frame

code: virtual [FString](API\Runtime\Core\Containers\FString) GenerateFilename ( const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & InFrameMetrics ) const


description: Access this protocol's current frame metrics


description: ~ EndUMovieSceneCaptureProtocolBaseimplementation ~ BeginUObjectimplementation

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Check whether this protocol has any processing left to do, or whether it should be finalized. Only called when the capture has been asked to end.

code: virtual bool HasFinishedProcessingImpl() const


description: Called when this protocol is going to be shut down - should not capture any more frames

code: void OnBeginFinalize()


description: Called to check whether this protocol has finished any pending tasks, and can now be shut down

code: bool OnCanFinalize() const


code: virtual bool OnCanFinalize_Implementation() const


description: Called when this protocol should capture the current frame

code: void OnCaptureFrame()


description: Called to complete finalization of this protocol

code: void OnFinalize()


description: Called when this protocol should temporarily stop capturing frames

code: void OnPauseCapture()


description: Called when image pixel data is ready to be processed

code: void OnPixelsReceivedImpl ( const [FCapturedPixels](API\Runtime\MovieSceneCapture\Protocols\FCapturedPixels) & Pixels, const [FCapturedPixelsID](API\Runtime\MovieSceneCapture\Protocols\FCapturedPixelsID) & StreamID, [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) FrameMetrics )


description: Called when pixels have been received for the specified stream name

code: void OnPixelsReceived ( const [FCapturedPixels](API\Runtime\MovieSceneCapture\Protocols\FCapturedPixels) & Pixels, const [FCapturedPixelsID](API\Runtime\MovieSceneCapture\Protocols\FCapturedPixelsID) & ID, [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) FrameMetrics )


description: Called before the capture process itself is ticked, before each frame is set up for capture Useful for any pre-frame set up or resetting the previous frame's state

code: void OnPreTick()


description:
Called once at the start of the capture process, but before any warmup frames
true if this protocol set up successfully, false otherwise

code: bool OnSetup()


code: virtual bool OnSetup_Implementation()


description: Called when this protocol should start capturing frames

code: void OnStartCapture()


description: Called after the capture process itself is ticked, after the frame is set up for capture, but before most actors have ticked

code: void OnTick()


description: ~ BeginUMovieSceneCaptureProtocolBaseimplementation

code: virtual void PreTickImpl()


description: Called when the capture process is warming up. Protocols may transition from either an initialized, or capturing state to warm-up

code: void OnWarmUp()


description: INTERNAL: Report that the protocol is dispatching the specified number of asynchronous tasks that need to be completed before this protocol can be finalized

code: void ReportOutstandingWork ( int32 NumNewOperations )


description: Resolve the specified buffer and pass it directly to the specified handler when done (does not pass to any bound streams)

code: void ResolveBuffer ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Buffer, const [FCapturedPixelsID](API\Runtime\MovieSceneCapture\Protocols\FCapturedPixelsID) & BufferID )


description: Called once at the start of the capture process (before any warmup) to set up anything required for the capture.

code: virtual bool SetupImpl()


description:
Start capturing
true if the operation was successful, false otherwise

code: virtual bool StartCaptureImpl()


description: Instruct this protocol to stop capturing LDR final pixels

code: void StopCapturingFinalPixels()


description: Instruct this protocol to start capturing LDR final pixels (including slate widgets and burn-ins)

code: void StartCapturingFinalPixels ( const [FCapturedPixelsID](API\Runtime\MovieSceneCapture\Protocols\FCapturedPixelsID) & StreamID )


description: Start warming up this capture protocol

code: virtual void WarmUpImpl()


description: Called on the main thread to do any additional processing

code: virtual void TickImpl()


code: UUserDefinedCaptureProtocol ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


description:
Generate a filename for the specified buffer using this protocol's file name formatter
A fully qualified file name

code: [FString](API\Runtime\Core\Containers\FString) GenerateFilenameForBuffer ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Buffer, const [FCapturedPixelsID](API\Runtime\MovieSceneCapture\Protocols\FCapturedPixelsID) & StreamID )


description: ~ EndUMovieSceneCaptureProtocolBaseimplementation Called on the main thread when an async operation dispatched from this class has completed (either successfully or otherwise)

code: void OnFileWritten()


description:
Generate a filename for the current frame using this protocol's file name formatter
A fully qualified file name for the current frame number


description: Called when this protocol has been loaded

code: virtual void OnLoadConfigImpl ( [FMovieSceneCaptureSettings](API\Runtime\MovieSceneCapture\FMovieSceneCaptureSettings) & InSettings )


code: virtual void OnReleaseConfigImpl ( [FMovieSceneCaptureSettings](API\Runtime\MovieSceneCapture\FMovieSceneCaptureSettings) & InSettings )


code: void WriteImageToDisk ( const [FCapturedPixels](API\Runtime\MovieSceneCapture\Protocols\FCapturedPixels) & PixelData, const [FCapturedPixelsID](API\Runtime\MovieSceneCapture\Protocols\FCapturedPixelsID) & StreamID, const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics, bool bCopyImageData )


code: UUserDefinedImageCaptureProtocol ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UUserDefinedImageCaptureProtocol

description: A blueprintable capture protocol tailored to capturing and exporting frames as images

code: class UUserDefinedImageCaptureProtocol : public [UUserDefinedCaptureProtocol](API\Runtime\MovieSceneCapture\Protocols\UUserDefinedCaptureProtocol)

bEnableCompression

description: Whether to save images with compression or not. Not supported for bitmaps.

CompressionQuality

description: The compression quality for the image type.

Format

type: EDesiredImageFo...

description: The image format to save as


className: UUserDefinedCaptureProtocol

description: A blueprintable capture protocol that defines how to capture frames from the engine

code: class UUserDefinedCaptureProtocol : public [UMovieSceneImageCaptureProtocolBase](API\Runtime\MovieSceneCapture\UMovieSceneImageCaptureProtocolB-)

CachedFrameMetrics

type: FFrameMetrics

description: Frame metrics cached for the current frame

CurrentStreamID

type: constFCaptured...

description: Transient stream ID used only during filename generation

FinalPixelsFrameGrabber

type: TUniquePtr<FFr...

description: A frame grabber responsible for capturing LDR final pixels from the viewport when requested

FinalPixelsID

type: FCapturedPixels...

description: The ID of the final pixel stream cached from StartCapturingFinalPixels

NumOutstandingOperations

type: TAtomic< int32 ...

description: A running count of the number of currently pending async operations

World

type: TObjectPtr<UWo...

description: ~ EndUObjectimplementation World pointer assigned on Setup


code: void ConditionallyCreateWriter()


description:
Test whether this capture protocol thinks the file should be written to. Only called when we're not overwriting existing files.Bydefault, we simply test for the file's existence, however this can be overridden to afford complex behaviour like writing out multiple video files for different file names
Whether we should deem this file writable or not

code: virtual bool CanWriteToFileImpl ( const TCHAR * InFilename, bool bOverwriteExisting ) const


description: Called when we have finished capturing

code: virtual void FinalizeImpl()


description:
~ EndUMovieSceneCaptureProtocolBaseImplementation Retrieve an arbitrary set of data that relates to the specified frame metrics. This data will be passed through the capture pipeline, and will be accessible from ProcessFrame
Shared pointer to a payload to associate with the frame, or nullptr

code: virtual FFramePayloadPtr GetFramePayload ( const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics )


description: Process a captured frame. This may be called on any thread.

code: virtual void ProcessFrame ( [FCapturedFrameData](API\Runtime\MovieSceneCapture\FCapturedFrameData) Frame )


description: Called once at the start of the capture process (before any warmup) to set up anything required for the capture.

code: virtual bool SetupImpl()


code: UVideoCaptureProtocol ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UVideoCaptureProtocol

code: class UVideoCaptureProtocol : public [UFrameGrabberProtocol](API\Runtime\MovieSceneCapture\Protocols\UFrameGrabberProtocol)

bUseCompression

type: bool

CompressionQuality

type: float


description: Initialize this capture object by binding it to the specified viewport

code: virtual void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > Viewport, int32 PIEInstance )


description: Called at the end of a frame, before a frame is presented by slate

code: virtual void OnTick ( float DeltaSeconds )


description: Specify a prerequisite actor that must be set up before we start capturing

code: void SetPrerequisiteActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Prereq )


code: ULevelCapture ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & )


className: ULevelCapture

code: class ULevelCapture : public [UMovieSceneCapture](API\Runtime\MovieSceneCapture\UMovieSceneCapture)

bAutoStartCapture

description: Specifies whether the capture should start immediately, or whether it will be invoked externally (through StartMovieCapture/StopMovieCapture exec commands)


code: UMovieSceneAudioCaptureProtocolBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UMovieSceneAudioCaptureProtocolBase

description: A class to inherit from for audio capture protocols. Used to filter the UI for protocols used on the audio capture pass.

code: class UMovieSceneAudioCaptureProtocolBase : public [UMovieSceneCaptureProtocolBase](API\Runtime\MovieSceneCapture\UMovieSceneCaptureProtocolBase)


description: Add additional format mappings to be used when generating filenames

code: virtual void AddFormatMappings ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FStringFormatArg](API\Runtime\Core\Misc\FStringFormatArg) > & OutFormatMappings, const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics ) const


description: Indicate that this frame should be captured - must be called before the movie scene capture is ticked

code: void CaptureThisFrame ( float DeltaSeconds )


description: Shut down this movie capture

code: virtual void Close()


description: Custom, additional json deserialization

code: virtual void DeserializeAdditionalJson ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object )


description: Deserialize additional json data for this capture

code: void DeserializeJson ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object )


description: Finalize the capturing process, assumes all frames have been processed.

code: void Finalize()


description: Automatically finalizes the capture when all currently pending frames are dealt with

code: void FinalizeWhenReady()


className: FOnCaptureFinished

description: Event that is fired after we've finished capturing

code: class FOnCaptureFinished : public TBaseMulticastDelegate_NoParams< void >


description: Get the capture frequency

code: virtual [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetCaptureFrameRate() const


description: Access the host's capture strategy

code: virtual const [ICaptureStrategy](API\Runtime\MovieSceneCapture\ICaptureStrategy) & GetCaptureStrategy() const


description: Access Frame Number Offset

code: virtual const int32 GetFrameNumberOffset() const


description: Estimate how long our duration is going to be for pre-allocation purposes.

code: virtual double GetEstimatedCaptureDurationSeconds() const


description: Get a unique handle to this object

code: virtual [FMovieSceneCaptureHandle](API\Runtime\MovieSceneCapture\FMovieSceneCaptureHandle) GetHandle() const


description: Access the capture protocol we are using


description: Access this object's cached metrics

code: const [FCachedMetrics](API\Runtime\MovieSceneCapture\FCachedMetrics) & GetMetrics() const


description: Access specific movie scene capture settings

code: virtual const [FMovieSceneCaptureSettings](API\Runtime\MovieSceneCapture\FMovieSceneCaptureSettings) & GetSettings() const


code: virtual void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > Viewport, int32 PIEInstance )


description: Initialize the settings structure for the current capture type

code: void InitializeCaptureProtocols()


description: Returns true if this is currently the audio pass, or if an audio pass is not needed. Shorthand for checking if we're in a state where we should finish capture.

code: virtual bool IsAudioPassIfNeeded() const


description: Load save from config helpers

code: virtual void LoadFromConfig()


className: MovieSceneCaptureUIName

description: This name is used by the UI to save/load a specific instance of the settings from config that doesn't affect the CDO which would affect scripting environments.

code: static const [FName](API\Runtime\Core\UObject\FName) MovieSceneCaptureUIName = FName(TEXT("MovieSceneCaptureUIInstance"));


code: virtual void OnTick ( float DeltaSeconds )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Resolve the specified format using the user supplied formatting rules.

code: virtual [FString](API\Runtime\Core\Containers\FString) ResolveFileFormat ( const [FString](API\Runtime\Core\Containers\FString) & Format, const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics ) const


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: virtual void SaveToConfig()


description: Custom, additional json serialization

code: virtual void SerializeAdditionalJson ( [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object )


description: Serialize additional json data for this capture

code: void SerializeJson ( [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object )


code: void SetAudioCaptureProtocolType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneCaptureProtocolBase](API\Runtime\MovieSceneCapture\UMovieSceneCaptureProtocolBase) > ProtocolType )


code: void SetImageCaptureProtocolType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneCaptureProtocolBase](API\Runtime\MovieSceneCapture\UMovieSceneCaptureProtocolBase) > ProtocolType )


description: Initialize the capture so that it is able to start capturing frames

code: void StartCapture()


description: Check whether we should automatically finalize this capture

code: bool ShouldFinalize() const


description: Instruct this capture to start capturing frames

code: virtual void StartCapturing()


description: Starts warming up. May be optionally called beforeStartCapture(). This can be used to start rendering frames early, before any files are captured or written out

code: void StartWarmup()


description: Called at the end of a frame, before a frame is presented by slate

code: void Tick ( float DeltaSeconds )


code: UMovieSceneCapture ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


className: UMovieSceneCapture

description: Class responsible for capturing scene data

code: class UMovieSceneCapture : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IMovieSceneCaptureInterface](API\Runtime\MovieSceneCapture\IMovieSceneCaptureInterface), public [ICaptureProtocolHost](API\Runtime\MovieSceneCapture\ICaptureProtocolHost)

AdditionalCommandLineArguments

type: FString

description: Additional command line arguments to pass to the external process when capturing

AudioCaptureProtocol

type: TObjectPtr<UMo...

AudioCaptureProtocolType

type: FSoftClassPath

description: The type of capture protocol to use for audio data.

bCapturing

description: Whether we have started capturing or not

bCloseEditorWhenCaptureStarts

description: When enabled, the editor will shutdown when the capture starts

bFinalizeWhenReady

description: Whether we should automatically attempt to capture frames every tick or not

bIsAudioCapturePass

description: If we're currently doing an audio pass or not

bUseSeparateProcess

description: Whether to capture the movie in a separate process or not

CachedMetrics

type: FCachedMetrics

description: Cached metrics for this capture operation

CachedQualityLevels

description: Cached quality levels

CaptureStrategy

type: TSharedPtr<ICa...

description: Strategy used for capture (real-time/fixed-time-step)

FormatMappings

type: TMap<FString, ...

description: Format mappings used for generating filenames

FrameNumberOffset

description: Frame number index offset when saving out frames.

Handle

type: FMovieSceneCapt...

description: Our unique handle, used for external representation without having to link to the MovieSceneCapture module

ImageCaptureProtocol

description: Capture protocol responsible for actually capturing frame data

ImageCaptureProtocolType

description: The type of capture protocol to use for image data

InheritedCommandLineArguments

description: Command line arguments inherited from this process

InitSettings

type: TOptional<FCap...

description: The settings we will use to set up the capture protocol

OnCaptureFinishedDelegate

type: FOnCaptureFinis...

description: Event that is triggered when capturing has finished

Settings

description: Settings that define how to capture


description: Attempt to locate a capture protocol - may not be in a capturing state


description: Get the total elapsed time of the current capture in seconds

code: static float GetCaptureElapsedTime()


description: Get the frame number of the current capture

code: static int32 GetCaptureFrameNumber()


description: Return true if there is any capture currently active (even in a warm-up state). Useful for checking whether to do certain operations in BeginPlay

code: static bool IsCaptureInProgress()


className: UMovieSceneCaptureEnvironment

code: class UMovieSceneCaptureEnvironment : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UMovieSceneCaptureInterface

code: class UMovieSceneCaptureInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Called when generating formatting filename to add any additional format mappings

code: virtual void AddFormatMappingsImpl ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FStringFormatArg](API\Runtime\Core\Misc\FStringFormatArg) > & FormatMappings ) const


code: void AddFormatMappings ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FStringFormatArg](API\Runtime\Core\Misc\FStringFormatArg) > & FormatMappings ) const


description: Called when we have finished capturing and we should start finalizing the capture

code: void BeginFinalize()


code: virtual void BeginFinalizeImpl()


description:
Test whether this capture protocol thinks the file should be written to. Only called when we're not overwriting existing files.Bydefault, we simply test for the file's existence, however this can be overridden to afford complex behaviour like writing out multiple video files for different file names
Whether we should deem this file writable or not

code: bool CanWriteToFile ( const TCHAR * InFilename, bool bOverwriteExisting ) const


code: virtual bool CanWriteToFileImpl ( const TCHAR * InFilename, bool bOverwriteExisting ) const


description: Instruct this protocol to capture a frame relating to the specified metrics

code: void CaptureFrame ( const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics )


code: virtual void CaptureFrameImpl ( const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics )


code: void EnsureFileWritableImpl ( const [FString](API\Runtime\Core\Containers\FString) & File ) const


description: Called when this protocol should tear down and finalize all its processing. Only called if HasFinishedProcessing is true.

code: void Finalize()


description: Called when we have finished capturing

code: virtual void FinalizeImpl()