code: [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * StopRecord ( bool bShowMessage )


description: Starts recording an animation. Prompts for asset path and name via dialog if none provided

module: SequenceRecorder

code: bool TriggerRecordAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )


code: bool TriggerRecordAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & AssetName )


className: UnBoundedFrameCount

description: Frame count used to signal an unbounded animation

code: static const int32 UnBoundedFrameCount = -1;


className: FAnimationRecorder

description: Records the mesh pose to animation input

code: struct FAnimationRecorder : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

AnimationSerializer

type: FAnimationSeria...

description: Serializer, if set we also store data out incrementally while running

bAutoSaveAsset

type: uint8:  1

description: If true, asset will be saved to disk after recording.

bCheckDeltaTimeAtBeginning

description: If true we check delta time at beginning of recording

bRecordAttributeCurves

description: Whether or not to record attribute curves

bRecordLocalToWorld

type: uint8: 1

description: If true, it will record root to include LocalToWorld

bRecordMaterialCurves

description: Whether or not to record material curves

bRecordMorphTargets

description: Whether or not to record morph targets

bRecordTransforms

description: Whether or not to record transforms

bRemoveRootTransform

description: If true, the root bone transform will be removed from all bone transforms

bTransactRecording

type: bool

description: Whether or not to transact anyIAnimationDataControllerchanges

ExcludeAnimationNames

type: TArray<FString...

description: Exclude list

IncludeAnimationNames

description: Include list

InterpMode

type: ERichCurveInter...

description: The interpolation mode for the recorded keys

Interpolation

type: EAnimInterpolat...

description: Interpolation type for the recorded sequence

TangentMode

type: ERichCurveTange...

description: The tangent mode for the recorded keys


code: [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetCurrentlyRecordingSequence ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )


description: Singleton accessor

code: static [FAnimationRecorderManager](API\Editor\SequenceRecorder\FAnimationRecorderManager) & Get()


code: float GetCurrentRecordingTime ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )


code: const FTransform & GetInitialRootTransform ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component ) const


code: void UpdateRecord ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, float DeltaTime )


code: bool IsRecording ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component )


code: bool RecordAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Sequence, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimationRecordingSettings) & Settings )


code: bool RecordAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Sequence, FAnimationSerializer * InAnimationSerializer, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimationRecordingSettings) & Settings )


description: Starts recording an animation.

code: bool RecordAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & AssetName, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimationRecordingSettings) & Settings )


code: void StopRecordingAllAnimations()


code: void StopRecordingAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, bool bShowMessage )


code: void StopRecordingDeadAnimations ( bool bShowMessage )


code: void Tick ( float DeltaTime )


code: void Tick ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, float DeltaTime )


description: Destructor

code: virtual ~FAnimationRecorderManager()


className: FAnimationRecorderManager

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

code: struct FAnimationRecorderManager


code: void FinishRecording ( bool bShowMessage )


code: void Init ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, const [FString](API\Runtime\Core\Containers\FString) & InAssetPath, const [FString](API\Runtime\Core\Containers\FString) & InAssetName, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimationRecordingSettings) & InSettings )


code: void Init ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence, FAnimationSerializer * InAnimationSerializer, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimationRecordingSettings) & InSettings )


code: void ProcessRecordedTimes ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FString](API\Runtime\Core\Containers\FString) & HoursName, const [FString](API\Runtime\Core\Containers\FString) & MinutesName, const [FString](API\Runtime\Core\Containers\FString) & SecondsName, const [FString](API\Runtime\Core\Containers\FString) & FramesName, const [FString](API\Runtime\Core\Containers\FString) & SubFramesName, const [FString](API\Runtime\Core\Containers\FString) & SlateName, const [FString](API\Runtime\Core\Containers\FString) & Slate, const [FTimecodeBoneMethod](API\Editor\SequenceRecorder\FTimecodeBoneMethod) & TimecodeBoneMethod )


code: void Update ( float DeltaTime )


code: ~FAnimRecorderInstance()


className: FAnimRecorderInstance

code: struct FAnimRecorderInstance

AssetName

type: FString

bCachedEnableUpdateRateOptimizations

description: Used to store/restore URO when recording

CachedSkelCompForcedLodModel

type: int

description: Original ForcedLodModel setting on the SkelComp, so we can modify it and restore it when we are done.

CachedVisibilityBasedAnimTickOption

type: EVisibilityBase...

description: Used to store/restore update flag when recording

Recorder

type: TSharedPtr<FAn...

Sequence

type: TWeakObjectPtr<...


code: virtual void Create ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, float InTime )


code: virtual void Finalize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, float InCurrentTime )


code: virtual void Record ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, float InCurrentTime )


code: FMovieScenePropertyRecorder ( const [FTrackInstancePropertyBindings](API\Runtime\MovieScene\FTrackInstancePropertyBindings) & InBinding )


code: virtual ~FMovieScenePropertyRecorder()


className: FMovieScenePropertyRecorder

description: Recorder for a simple property of type PropertyType

code: template<typename PropertyType> class FMovieScenePropertyRecorder : public [IMovieScenePropertyRecorder](API\Editor\SequenceRecorder\IMovieScenePropertyRecorder)


code: FMovieScenePropertyRecorderEnum ( const [FTrackInstancePropertyBindings](API\Runtime\MovieScene\FTrackInstancePropertyBindings) & InBinding )


className: FMovieScenePropertyRecorderEnum

description: Recorder for a simple property of type enum

code: class FMovieScenePropertyRecorderEnum : public [IMovieScenePropertyRecorder](API\Editor\SequenceRecorder\IMovieScenePropertyRecorder)


code: FPropertiesToRecordForActorClass()


code: FPropertiesToRecordForActorClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InClass )


code: FPropertiesToRecordForClass()


className: FPropertiesToRecordForActorClass

code: struct FPropertiesToRecordForActorClass

Class

type: TSubclassOf<AA...

description: The class of the actor we can record

Properties

type: TArray<FName>

description: List of properties we want to record for this class


code: FPropertiesToRecordForClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InClass )


className: FPropertiesToRecordForClass

code: struct FPropertiesToRecordForClass

Class

type: TSubclassOf<UA...

description: The class of the object we can record


code: FSequenceAudioRecorderSettings()


className: FSequenceAudioRecorderSettings

description: Sequencer version of the audio recording settings.

code: struct FSequenceAudioRecorderSettings

AssetName

description: Name of the asset.

bSplitChannels

description: Whether or not to split input channels into separate assets.

Directory

type: FDirectoryPath

description: Directory to create the asset within (empty for transient package)

GainDb

type: float

description: Gain in decibels of the output asset.

RecordingDuration

description: Optional audio recording duration in seconds.


className: FSequenceRecorderActorFilter

code: struct FSequenceRecorderActorFilter

ActorClassesToRecord

type: TArray<TSubcla...

description: Actor classes to accept for recording


code: FTakeInfo ( const [FString](API\Runtime\Core\Containers\FString) & InActorLabel, uint32 InTakeNumber, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InTargetLevelSequence )


className: FTakeInfo

code: struct FTakeInfo

TargetLevelSequence

type: ULevelSequence...


description: Default constructor, initializing with default values

code: FTimecodeBoneMethod()


code: void Create ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, float InTime )


className: FTimecodeBoneMethod

code: struct FTimecodeBoneMethod

BoneMode

type: ETimecodeBoneMo...

description: The timecode bone mode

BoneName

type: FName

description: Name of the bone to assign timecode values to


code: void Finalize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, float InCurrentTime )


code: void Record ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, float InCurrentTime )


className: FSettingsForActorClass

code: struct FSettingsForActorClass

bRecordToPossessable

type: bool

description: Whether to record to 'possessable' (i.e. level-owned) or 'spawnable' (i.e. sequence-owned) actors.

Class

description: The class of the actor we want to record


code: virtual ~IMovieScenePropertyRecorder()


className: IMovieScenePropertyRecorder

description: Interface for a generic property recorder

code: class IMovieScenePropertyRecorder


description: Start recording a section. Should create the section and setup anything needed for recording here.

code: void CreateSection ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, float InTime )


description: Called when recording finishes and the section will no longer be recorded into.

code: void FinalizeSection ( float InCurrentTime )


description:
Retrieve the source object that this section recorder is recording changes to
the source object, or nullptr if it's no longer valid

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetSourceObject() const


description: Added to deal with actor pooling implementations. Usually a recorder would track a weak ptr to the object to record and no longer record if the object became invalid. This function allows pooling implementations that do not necessarily destroy objects to deal with stopping recording correctly. Usually it is enough to invalidate the object that this recorder is recording, hence the function name.

code: void InvalidateObjectToRecord()


description: Called each frame to record into the section.

code: void Record ( float InCurrentTime )


className: IMovieSceneSectionRecorder

description: A recorder class used to create and populate individual sections in level sequences

code: class IMovieSceneSectionRecorder


description:
Check whether an object can be recorded by this section recorder. If so then the actor recorder will callCreateSectionRecorder()to acquire a new instance to use in recording.
true if the object can be recorded by this recorder

code: bool CanRecordObject ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord ) const


description:
Create a section recorder from this factory.
a new property recorder, or nullptr if no recorder needs to be created given the settings

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IMovieSceneSectionRecorder](API\Editor\SequenceRecorder\IMovieSceneSectionRecorder) > CreateSectionRecorder ( const struct [FActorRecordingSettings](API\Editor\SequenceRecorder\FActorRecordingSettings) & InActorRecordingSettings ) const


description:
Create a per-recording settings object. You can access this object at record time using FActorRecordingSettings::Settings
an object used for user settings for this recorder

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateSettingsObject ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter ) const


className: IMovieSceneSectionRecorderFactory

description: Factory class interface that allows the recorder to determine what recorders to apply to actors/components/objects it is presented with.

code: class IMovieSceneSectionRecorderFactory : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Start recording audio data

code: void Start ( const [FSequenceAudioRecorderSettings](API\Editor\SequenceRecorder\FSequenceAudioRecorderSettings) & Settings )


description: Stop recording audio data

code: void Stop ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundWave](API\Runtime\Engine\Sound\USoundWave) * > & OutSoundWaves )


description: Virtual destructor

code: virtual ~ISequenceAudioRecorder()


className: ISequenceAudioRecorder

code: class ISequenceAudioRecorder


description: Adds a new recording group and picks a default name. Returns the new recording group and sets as the current recording group.


description: Add an extension to the SequenceRecorder

code: void AddSequenceRecorderExtender ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequenceRecorderExtender](API\Editor\SequenceRecorder\ISequenceRecorderExtender) > SequenceRecorderExternder )


description:
Attempt to create an audio recorder
A valid ptr to an audio recorder or null

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISequenceAudioRecorder](API\Editor\SequenceRecorder\ISequenceAudioRecorder) > CreateAudioRecorder() const


description: Duplicates the current recording group if any. Returns the new recording group and sets as the current recording group.


description: Returns the current recording group (if any), otherwise returns nullptr.


description: How long is the currently recording sequence


description: Returns a list of names for the recording groups stored in this map.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetRecordingGroupNames() const


description:
Get the spawnable Guid in the currently recording movie scene for the specified actor.
the spawnable Guid

code: [FGuid](API\Runtime\Core\Misc\FGuid) GetRecordingGuid ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description: Get the directory that the sequence should record into.


description: Get the name the of the sequence recording.


description:
Get the take number of an actor that is queued to record in the current group
the take number for the given actor, 0 if actor isn't queued or no group is active

code: uint32 GetTakeNumberForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


description:
Check whether we have an audio recorder registered or not
true if we have an audio recorder registered, false otherwise

code: bool HasAudioRecorder() const


description: Are we currently recording a sequence

code: bool IsRecording()


description: Attempts to load a recording group from the specified name. Returns a pointer to the group if successfully loaded, otherwise nullptr.

code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USequenceRecorderActorGroup](API\Editor\SequenceRecorder\USequenceRecorderActorGroup) > LoadRecordingGroup ( const [FName](API\Runtime\Core\UObject\FName) Name )


description: Notify we should start recording an actor - usually used for 'actor pooling' implementations to simulate spawning. Has no effect when recording is not in progress.

code: void NotifyActorStartRecording ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Notify we should stop recording an actor - usually used for 'actor pooling' implementations to simulate de-spawning. Has no effect when recording is not in progress.

code: void NotifyActorStopRecording ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Get the sequence recorder finished delegate


description: Get the Recording Group added delegate


description: Get the sequence recorder started delegate


description: Add an actor to be recorded when the next recording pass begins

code: [UActorRecording](API\Editor\SequenceRecorder\UActorRecording) * QueueActorToRecord ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToRecord )


description: Add an object to be recorded when the next recording pass begins

code: [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * QueueObjectToRecord ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToRecord )


description: Play the current single node instance on the PreviewComponent from time [0, GetLength()], and record to NewAsset

code: bool RecordSingleNodeInstanceToAnimation ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewComponent, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * NewAsset, bool bShowMessage )


description:
Register a function that will return a new audio capturer for the specified parameters
A handle to be passed to UnregisterAudioRecorder to unregister the recorder

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterAudioRecorder ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISequenceAudioRecorder](API\Editor\SequenceRecorder\ISequenceAudioRecorder) >()> & FactoryFunction )


description: Removes the current recording group if any. Will make GetRecordingGroup() return nullptr.

code: void RemoveCurrentRecordingGroup()


description:
Start recording the passed-in actors.
true if recording was successfully started

code: bool StartRecording ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const struct [FSequenceRecorderActorFilter](API\Editor\SequenceRecorder\FSequenceRecorderActorFilter) & ActorFilter )


description: Remove an extension from the SequenceRecorder

code: void RemoveSequenceRecorderExtender ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequenceRecorderExtender](API\Editor\SequenceRecorder\ISequenceRecorderExtender) > SequenceRecorderExternder )


description:
Start a recording, possibly with some delay (specified by the sequence recording settings).
true if recording was successfully started

code: bool StartRecording ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToRecord, const [FString](API\Runtime\Core\Containers\FString) & PathToRecordTo, const [FString](API\Runtime\Core\Containers\FString) & SequenceName )


code: bool StartRecording ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [AActor](API\Runtime\Engine\GameFramework\AActor) *const > ActorsToRecord, const [FString](API\Runtime\Core\Containers\FString) & PathToRecordTo, const [FString](API\Runtime\Core\Containers\FString) & SequenceName )


description: Stop recording current sequence, if any

code: void StopRecording()


description: Unregister a previously registered audio recorder factory function

code: void UnregisterAudioRecorder ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisteredHandle )


className: ISequenceRecorder

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


code: [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * AddNewQueueRecording ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SequenceRecordingObjectToRecord )


code: void BuildQueuedRecordings ( const [TArray](API\Runtime\Core\Containers\TArray)< [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * > & InQueuedRecordings )


className: FListViewSelectionChanged

code: typedef TBaseDelegate_OneParam< void, [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * > FListViewSelectionChanged


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeListWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SListView](API\Editor\UnrealEd\Editor\SListView)< [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * >> & OutCreatedListView, [FListViewSelectionChanged](API\Editor\SequenceRecorder\ISequenceRecorderExtender\FListViewSelectionChanged) OnListViewSelectionChanged )


code: void SetListViewSelection ( [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase) * InSelectedBase )


code: virtual ~ISequenceRecorderExtender()


className: ISequenceRecorderExtender

code: class ISequenceRecorderExtender : public [TSharedFromThis< ISequenceRecorderExtender >](API\Runtime\Core\Templates\TSharedFromThis)


code: namespace SequenceRecorderUtils { static bool SequenceRecorderUtils::DoesTakeExist ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & ActorName, const [FString](API\Runtime\Core\Containers\FString) & SessionName, uint32 TakeNumber ) }


code: namespace SequenceRecorderUtils { static [UObject](API\Runtime\CoreUObject\UObject\UObject) * SequenceRecorderUtils::DuplicateAsset ( const [FString](API\Runtime\Core\Containers\FString) & BaseAssetPath, const [FString](API\Runtime\Core\Containers\FString) & BaseAssetName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToDuplicate ) }


code: namespace SequenceRecorderUtils { static int32 SequenceRecorderUtils::GetNewTakeNumber ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & ActorName, const [FString](API\Runtime\Core\Containers\FString) & SessionName, uint32 TakeNumber ) }


description: Utility function that creates an asset with the specified asset path and name. If the asset cannot be created (as one already exists), we try to postfix the asset name until we can successfully create the asset.

code: namespace SequenceRecorderUtils { template<typename AssetType> static AssetType * SequenceRecorderUtils::MakeNewAsset ( const [FString](API\Runtime\Core\Containers\FString) & BaseAssetPath, const [FString](API\Runtime\Core\Containers\FString) & BaseAssetName ) }


code: namespace SequenceRecorderUtils { static [FString](API\Runtime\Core\Containers\FString) SequenceRecorderUtils::MakeNewAssetName ( const [FString](API\Runtime\Core\Containers\FString) & BaseAssetPath, const [FString](API\Runtime\Core\Containers\FString) & BaseAssetName ) }


code: namespace SequenceRecorderUtils { static [FString](API\Runtime\Core\Containers\FString) SequenceRecorderUtils::MakeTakeName ( const [FString](API\Runtime\Core\Containers\FString) & ActorName, const [FString](API\Runtime\Core\Containers\FString) & SessionName, uint32 TakeNumber ) }


description: Get the active level sequence, optionally overridden by the target level sequence

code: [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetActiveLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InLevelSequence )


description: Get the object binding for the actor if it exists in the level sequence either as a track with the track name or a tag with the actor label

code: [FGuid](API\Runtime\Core\Misc\FGuid) GetActorInSequence ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence )


description: Get the actor to record. This finds the corresponding actor in the Simulation / PIE world.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorToRecord() const


description: Get the item to record.

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


description: Get the Guid that identifies our spawnable in a recorded sequence

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


description: Get target name

code: [FString](API\Runtime\Core\Containers\FString) GetTargetName ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Simulate a de-spawned actor

code: void InvalidateObjectToRecord()


description: Get the item to record.

code: virtual bool IsActive() const


description: Whether we are currently recording

code: virtual bool IsRecording() const


description: Check whether it is worth recording this actor - i.e. is it going to affect the end result of the sequence

code: static bool IsRelevantForRecording ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: UItemRecordingBase override

code: virtual bool StartRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence, float CurrentSequenceTime, const [FString](API\Runtime\Core\Containers\FString) & BaseAssetPath, const [FString](API\Runtime\Core\Containers\FString) & SessionName )


description: Set the actor to record

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


description: Stop this recording. Has no effect if we are not currently recording. Sequence can be nullptr

code: virtual bool StopRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence, float CurrentSequenceTime )


description: Tick this recording

code: virtual void Tick ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CurrentSequence, float CurrentSequenceTime )


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


className: UActorRecording

code: class UActorRecording : public [USequenceRecordingBase](API\Editor\SequenceRecorder\USequenceRecordingBase)

ActorSettings

type: FActorRecording...

AnimationSettings

type: FAnimationRecor...

description: The settings to apply to this actor's animation

bActive

description: Whether this actor is active and to be recorded when the 'Record' button is pressed.

bCreateLevelSequence

description: Whether to create a level sequence for this actor recording

bRecordToPossessable

description: Whether to record to 'possessable' (i.e. level-owned) or 'spawnable' (i.e. sequence-owned) actors.

bSpecifyTargetAnimation

description: Whether we should specify the target animation or auto-create it

bWasSpawnedPostRecord

description: Whether this actor recording was triggered from an actor spawn

TakeNumber

description: Specify the take number for the new recording

TargetAnimation

type: TObjectPtr< cla...

description: The target animation we want to record to

TargetLevelSequence

description: The level sequence to record into

TargetName

type: FText

description: Optional target name to record to. If not specified, the actor label will be used


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

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


code: USequenceRecorderActorGroup()


className: USequenceRecorderActorGroup

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

bDuplicateTargetLevelSequence

description: Whether we should duplicate the target level sequence and record into the duplicate

bRecordTargetLevelSequenceLength

description: Whether we should record to the length of the target level sequence

bSpecifyTargetLevelSequence

description: Whether we should specify the target level sequence or auto-create it

RecordedActors

type: TArray<TObject...

description: A list of actor recordings in this group which contains both the actors to record as well as settings for each one.

SequenceName

type: FString

description: The base name of the sequence to record to.

SequenceRecordingBasePath

description: Base path for this recording. Sub-assets will be created in subdirectories as specified

TargetLevelSequence

description: The level sequence to record into


className: USequenceRecorderBlueprintLibrary

code: class USequenceRecorderBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


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


className: USequenceRecorderSettings

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

ActorFilter

type: FSequenceRecord...

description: Filter to check spawned actors against to see if they should be recorded

ActorsAndPropertiesToRecord

type: TArray<FProper...

description: The properties to record for specified actors.

AnimationSubDirectory

description: The name of the subdirectory animations will be placed in.

AudioGain

description: Gain in decibels to apply to recorded audio

AudioSubDirectory

description: The name of the subdirectory audio will be placed in.

AudioTrackName

description: Name of the recorded audio track name

bAllowLooping

description: Allow the recording to be looped. Subsequence recorded assets will be saved to unique filenames.

bAutoSaveAsset

description: Whether to auto-save asset when recording is completed. Defaults to false

bCreateLevelSequence

description: Whether to create a level sequence when recording.

bIgnoreTimeDilation

description: Should Sequence Recorder ignore global time dilation? If true recorded animations will only be as long as they would have been without global time dilation.

bImmersiveMode

description: Whether to maximize the viewport when recording

bRecordNearbySpawnedActors

description: Whether to record nearby spawned actors.

bRecordSequencerSpawnedActors

description: Whether to record actors that are spawned by sequencer itself (this is usually disabled as results can be unexpected)

bRecordWorldSettingsActor

description: Whether to record the world settings actor in the sequence (some games use this to attach world SFX)

bReduceKeys

description: Whether to remove keyframes within a tolerance from the recorded tracks

bReplaceRecordedAudio

description: Replace existing recorded audio with any newly recorded audio

bSplitAudioChannelsIntoSeparateTracks

description: Whether or not to split mic channels into separate audio tracks.

ClassesAndPropertiesToRecord

description: The properties to record for specified classes.

DefaultAnimationSettings

description: Default animation settings which are used to initialize all new actor recording's animation settings

GlobalTimeDilation

description: Global Time dilation to set the world to when recording starts.

LevelSequenceActorsToTrigger

type: TArray<TLazyOb...

description: Sequence actors to trigger playback on when recording starts (e.g. for recording synchronized sequences)

NearbyActorRecordingProximity

description: Proximity to currently recorded actors to record newly spawned actors.

PerActorSettings

type: TArray<FSettin...

description: Settings applied to actors of a specified class

RecordAudio

type: EAudioRecording...

description: Whether to record audio alongside animation or not

RecordingDelay

description: Delay that we will use before starting recording

SequenceLength

description: The length of the recorded sequence


description: Get the item to record.

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


description: Start this queued recording. Sequence can be nullptr


className: USequenceRecordingBase

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


description: Get the current animation target, or the whole view range when not animating

module: SequencerWidgets

code: const [TRange](API\Runtime\Core\Math\TRange)< double > & GetAnimationTarget() const


description: Helper function to wrap an attribute to a non-animated range with an animated one

code: static [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FAnimatedRange](API\Editor\SequencerWidgets\FAnimatedRange) > WrapAttribute ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [TRange](API\Runtime\Core\Math\TRange)< double >> & InAttribute )


description: Helper function to wrap an attribute to an animated range with a non-animated one

code: static [TAttribute](API\Runtime\Core\Misc\TAttribute)< [TRange](API\Runtime\Core\Math\TRange)< double > > WrapAttribute ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FAnimatedRange](API\Editor\SequencerWidgets\FAnimatedRange) > & InAttribute )


description: Default Construction

code: FAnimatedRange()


description: Copy-construction from simple range

code: FAnimatedRange ( const [TRange](API\Runtime\Core\Math\TRange)< double > & InRange )


description: Construction from a lower and upper bound

code: FAnimatedRange ( double LowerBound, double UpperBound )


className: FAnimatedRange

description: Structure used to wrap up a range, and an optional animation target

code: struct FAnimatedRange : public [TRange< double >](API\Runtime\Core\Math\TRange)

AnimationTarget

type: TOptional<TRan...

description: The animation target, if animating


code: FPaintPlaybackRangeArgs()


code: FPaintPlaybackRangeArgs ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InStartBrush, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InEndBrush, float InBrushWidth )


className: FPaintPlaybackRangeArgs

code: struct FPaintPlaybackRangeArgs

BrushWidth

type: float

description: The width of the above brushes, in slate units

EndBrush

type: constFSlateBru...

description: Brush to use for the end bound

SolidFillOpacity

description: Level of opacity for the fill color between the range markers

StartBrush

description: Brush to use for the start bound


className: FPaintViewAreaArgs

code: struct FPaintViewAreaArgs

bDisplayMarkedFrames

description: Whether to display the marked frames

bDisplayScrubPosition

description: Whether to display the scrub position

bDisplayTickLines

description: Whether to display tick lines

PlaybackRangeArgs

type: TOptional<FPai...

description: Optional Paint args for the playback range


code: FTimeRangeArgs ( EShowRange InShowRanges, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > InController, [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > InVisibilityDelegate, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [INumericTypeInterface](API\Runtime\Slate\Widgets\Input\INumericTypeInterface)< double >> InNumericTypeInterface )


code: FTimeRangeArgs ( EShowRange InShowRanges, EShowRange InEnableRanges, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > InController, [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > InVisibilityDelegate, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [INumericTypeInterface](API\Runtime\Slate\Widgets\Input\INumericTypeInterface)< double >> InNumericTypeInterface )


className: FTimeRangeArgs

description: Time range construction arguments

code: struct FTimeRangeArgs

Controller

type: TSharedRef<ITi...

description: A time slider controller

EnableRanges

type: EShowRange

description: Which ranges to enable editing on

NumericTypeInterface

type: TSharedRef<INu...

description: Numeric type interface to use for frame<->time conversion

ShowRanges

description: Which ranges to show

VisibilityDelegate

type: TAttribute<EVi...

description: Visibility delegate


className: FTimeSliderArgs

code: struct FTimeSliderArgs

AllowZoom

type: bool

description: If we are allowed to zoom

AreMarkedFramesLocked

type: TAttribute< boo...

description: Attribute defining whether the marked frames are locked

ClampRange

type: TAttribute<FAn...

description: Clamp time range

DisplayRate

type: TAttribute<FFr...

description: Attribute for the current sequence's display rate

GlobalMarkedFrames

type: TAttribute<TAr...

description: Attribute for the marked frames that might need to be shown, but do not belong to the current sequence

IsPlaybackRangeLocked

description: Attribute defining whether the playback range is locked

MarkedFrames

description: Attribute for the current sequence's marked frames

NumericTypeInterface

type: TSharedPtr<INu...

description: Numeric Type interface for converting between frame numbers and display formats.

OnAddMarkedFrame

type: FOnAddMarkedFra...

description: Called when a marked frame is added

OnBeginScrubberMovement

type: FSimpleDelegate

description: Called right before the scrubber begins to move

OnClampRangeChanged

type: FOnTimeRangeCha...

description: Called when the clamp range changes

OnDeleteAllMarkedFrames

description: Called when all marked frames should be deleted

OnDeleteMarkedFrame

type: FOnDeleteMarked...

description: Called when a marked frame is deleted

OnEndScrubberMovement

description: Called right after the scrubber handle is released by the user

OnGetNearestKey

type: FOnGetNearestKe...

description: Delegate that is called when getting the nearest key

OnMarkBeginDrag

description: Called right before a mark starts to be dragged

OnMarkEndDrag

description: Called right after a mark has finished being dragged

OnPlaybackRangeBeginDrag

description: Called right before the playback range starts to be dragged

OnPlaybackRangeChanged

type: FOnFrameRangeCh...

description: Delegate that is called when the playback range wants to change

OnPlaybackRangeEndDrag

description: Called right after the playback range has finished being dragged

OnScrubPositionChanged

type: FOnScrubPositio...

description: Called when the scrub position changes

OnScrubPositionParentChanged

description: Called when the scrub position parent sequence is changed

OnSelectionRangeBeginDrag

description: Called right before the selection range starts to be dragged

OnSelectionRangeChanged

description: Delegate that is called when the selection range wants to change

OnSelectionRangeEndDrag

description: Called right after the selection range has finished being dragged

OnSetMarkedFrame

type: FOnSetMarkedFra...

description: Called when the marked frame needs to be set

OnToggleMarkedFramesLocked

description: Called when toggling the marked frames lock

OnTogglePlaybackRangeLocked

description: Called when toggling the playback range lock

OnViewRangeChanged

type: FOnViewRangeCha...

description: Called when the view range changes

PlaybackRange

type: TAttribute<TRa...

description: Attribute defining the playback range for this controller

PlaybackStatus

type: TAttribute<EMo...

description: Round the scrub position to an integer during playback

ScrubPosition

description: The scrub position

ScrubPositionParent

type: TAttribute<FMo...

description: The parent sequence that the scrub position display text is relative to

ScrubPositionParentChain

description: Attribute for the parent sequence chain of the current sequence

ScrubPositionText

type: TAttribute<FSt...

description: The scrub position text

SelectionRange

description: Attribute defining the selection range for this controller

SubSequenceRange

type: TAttribute<TOp...

description: Attribute defining the active sub-sequence range for this controller

TickResolution

description: Attribute for the current sequence's tick resolution

TimeSnapInterval

type: TAttribute< flo...

description: Attribute defining the time snap interval

VerticalFrames

type: TAttribute<TSe...

description: Attribute for the current sequence's vertical frames

ViewRange

description: View time range


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSlider](API\Editor\SequencerWidgets\ITimeSlider) > CreateTimeRange ( const [FTimeRangeArgs](API\Editor\SequencerWidgets\FTimeRangeArgs) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Content )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTimeRangeSlider ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > & InController )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSlider](API\Editor\SequencerWidgets\ITimeSlider) > CreateTimeSlider ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > & InController, bool bMirrorLabels )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSlider](API\Editor\SequencerWidgets\ITimeSlider) > CreateTimeSlider ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > & InController, const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > & VisibilityDelegate, bool bMirrorLabels )


className: ISequencerWidgetsModule

description: The public interface of SequencerModule

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


code: NamedSlotProperty< FArguments > Content&40;&41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


code: FArguments & operator&91;&93; &40; const TSharedRef< SWidget > & InChild &41;


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< ITimeSlider >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Get the current clamp range for this controller

code: virtual [FAnimatedRange](API\Editor\SequencerWidgets\FAnimatedRange) GetClampRange() const


className: ITimeSlider

description: Base class for a widget that scrubs time or frames

code: class ITimeSlider : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Get the current play rate for this controller


description: Get the playback status for the controller, by default it is ETimeSliderPlaybackStatus::Stopped

code: virtual ETimeSliderPlaybackStatus GetPlaybackStatus() const


description: Get the current play range for this controller

code: virtual [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > GetPlayRange() const


description: Get the current time for the Scrub handle which indicates what range is being evaluated.

code: virtual [FFrameTime](API\Runtime\Core\Misc\FFrameTime) GetScrubPosition() const


description: Get the current selection range for this controller

code: virtual [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > GetSelectionRange() const


description: Get the current tick resolution for this controller


description: Get the current view range for this controller

code: virtual [FAnimatedRange](API\Editor\SequencerWidgets\FAnimatedRange) GetViewRange() const


code: virtual [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) OnCursorQuery ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > WidgetOwner, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & CursorEvent ) const


code: int32 OnPaintTimeSlider ( bool bMirrorLabels, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDoubleClick ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > WidgetOwner, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: int32 OnPaintViewArea ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, bool bEnabled, const [FPaintViewAreaArgs](API\Editor\SequencerWidgets\FPaintViewAreaArgs) & Args ) const


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTimeSliderMouseButtonDown ( [SWidget](API\Runtime\SlateCore\Widgets\SWidget) & OwnerWidget, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTimeSliderMouseButtonUp ( [SWidget](API\Runtime\SlateCore\Widgets\SWidget) & OwnerWidget, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTimeSliderMouseMove ( [SWidget](API\Runtime\SlateCore\Widgets\SWidget) & OwnerWidget, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTimeSliderMouseWheel ( [SWidget](API\Runtime\SlateCore\Widgets\SWidget) & OwnerWidget, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Set a new clamp range based on a min, max

code: virtual void SetClampRange ( double NewRangeMin, double NewRangeMax )


description: Set the playback status for the controller

code: virtual void SetPlaybackStatus ( ETimeSliderPlaybackStatus InStatus )


description: Set a new playback range based on a min, max

code: virtual void SetPlayRange ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) RangeStart, int32 RangeDuration )


description: Set a new selection range

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


description: Set a new range based on a min, max and an interpolation mode

code: virtual void SetViewRange ( double NewRangeMin, double NewRangeMax, EViewRangeInterpolation Interpolation )


code: virtual ~ITimeSliderController()


className: ITimeSliderController

code: class ITimeSliderController : public [ISequencerInputHandler](API\Editor\SequencerCore\ISequencerInputHandler)


module: SerializedRecorderInterface

code: bool LoadRecordedSequencerFile ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InMovieSceneSequence, [UWorld](API\Runtime\Engine\Engine\UWorld) * PlaybackContext, const [FString](API\Runtime\Core\Containers\FString) & InFileName, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InCompletionCallback )


className: ModularFeatureName


code: virtual ~ISerializedRecorder()


description: Set the current time for the Scrub handle which indicates what range is being evaluated.

code: virtual void SetScrubPosition ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) InTime, bool bEvaluate )


className: ISerializedRecorder

code: class ISerializedRecorder : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Virtual destructor.


className: ISerializedRecorderInterfaceModule

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


className: cVersion

code: static const int32 cVersion = 1;


code: FActorFileHeader()


code: FActorFileHeader ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FString](API\Runtime\Core\Containers\FString) & InLabel, const [FName](API\Runtime\Core\UObject\FName) & InSerializedType, const [FString](API\Runtime\Core\Containers\FString) & InClassName, bool SpawnedPost )


code: FActorProperty()


className: FActorFileHeader

code: struct FActorFileHeader

bRecordToPossessable

type: bool

ClassName

type: FString

FolderName

type: FName

Guid

type: FGuid

Version

description: DATA.


code: FActorProperty ( const [FString](API\Runtime\Core\Containers\FString) & InObjectName, const [FName](API\Runtime\Core\UObject\FName) & InSerializedType, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: FActorProperty

code: struct FActorProperty

Type

type: EActoryProperty...


code: void AddNewRawTrack ( const [FName](API\Runtime\Core\UObject\FName) & BoneTreeName )


code: FAnimationFileHeader()


code: FAnimationFileHeader ( const [FName](API\Runtime\Core\UObject\FName) & InSerializedType, [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, float InIntervalTime )


className: FAnimationFileHeader

code: struct FAnimationFileHeader

AnimationTrackNames

type: TArray<FName>

IntervalTime

type: float

Version

description: DATA.


code: template<typename... ArgsType> void AddReadCommand ( ArgsType &&... Args )


code: template<typename... ArgsType> void AddWriteCommand ( ArgsType &&... Args )


code: bool CheckHeader ( bool bInFileExisted, [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneSessionInfo](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSessionInfo) > & SessionInfos, HeaderData & InOutHeader, int64 & ReadHeaderPos, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Gets a free command from the free list, if any. Otherwise allocates a new command. This means that the number of commands grows unbounded to the high watermark of all commands.

code: template<typename... ArgsType> FSerializerCommand * GetFreeCommand ( ArgsType &&... Args )


code: FContextAndCommands ( [IFileHandle](API\Runtime\Core\GenericPlatform\IFileHandle) * InHandle, const [FString](API\Runtime\Core\Containers\FString) & InFilename )


code: ~FContextAndCommands()


className: FContextAndCommands

code: template<typename HeaderData, typename FrameData> struct FContextAndCommands

Context

type: FMovieSceneSeri...

FreeCommands

type: TLockFreePointe...

description: Free command queue - pushed on any thread, popped on any thread

Guid

description: Unique ID of this Guid, key for a map of Context

ReadCommands

description: Read command queue - pushed on any thread, popped on the serializer worker thread

WriteCommands

description: Write command queue - pushed on any thread, popped on the serializer worker thread


code: FLiveLinkFileHeader()


code: FLiveLinkFileHeader ( const [FName](API\Runtime\Core\UObject\FName) & InSubjectName, double InSecondsDiff, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > InSubjectRole, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FLiveLinkStaticDataStruct > & InStaticData, const [FName](API\Runtime\Core\UObject\FName) & InSerializedType, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: FLiveLinkFileHeader

description: Header and data for individual subjects that contain the data.

code: struct FLiveLinkFileHeader

RefSkeleton

type: FLiveLinkRefSke...

SecondsDiff

type: double


code: static const int32 cVersion = 2;


code: FLiveLinkManifestHeader()


code: FLiveLinkManifestHeader ( const [FName](API\Runtime\Core\UObject\FName) & InSerializedType )


className: FLiveLinkManifestHeader

description: !!! LiveLink Track serialization is not supported !!!

code: struct FLiveLinkManifestHeader


code: static const int32 cVersion = 1;


code: FManifestFileHeader()


code: FManifestFileHeader ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FName](API\Runtime\Core\UObject\FName) & InSerializedType, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: FManifestFileHeader

code: struct FManifestFileHeader


code: FManifestProperty()


code: FManifestProperty ( const [FString](API\Runtime\Core\Containers\FString) & InObjectName, const [FName](API\Runtime\Core\UObject\FName) & InSerializedType, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: FManifestProperty

description: Since we can't use function templates with TFunctions need to use a variant or union.

code: struct FManifestProperty


description: FArchiveFileReaderGenericinterface

code: virtual void CloseLowLevel()


code: void BeginArchiving()


code: FMovieSceneArchiveFileReader ( [IFileHandle](API\Runtime\Core\GenericPlatform\IFileHandle) * InHandle, const TCHAR * InFilename )


className: FMovieSceneArchiveFileReader

code: class FMovieSceneArchiveFileReader : public [FArchiveFileReaderGeneric](API\Runtime\Core\HAL\FArchiveFileReaderGeneric)


description: FArchiveFileWriterGenericinterface

code: virtual bool CloseLowLevel()


code: FMovieSceneArchiveFileWriter ( [IFileHandle](API\Runtime\Core\GenericPlatform\IFileHandle) * InHandle, const TCHAR * InFilename )


className: FMovieSceneArchiveFileWriter

code: class FMovieSceneArchiveFileWriter : public [FArchiveFileWriterGeneric](API\Runtime\Core\HAL\FArchiveFileWriterGeneric)


code: FMovieSceneSerializedFrameHeader()


code: FMovieSceneSerializedFrameHeader ( int64 InNextFrameOffset, int64 InPrevFrameOffset, uint64 InFrameId )


className: FMovieSceneSerializedFrameHeader

description: Header (non-tagged property serialized) for a frame

code: struct FMovieSceneSerializedFrameHeader

FrameId

description: ID of this frame

NextFrameOffset

description: Offset within the archive that the next frame can be found. -1 if this is the last frame.

PrevFrameOffset

description: Offset within the archive that the next frame can be found. -1 if this is the first frame.


code: FMovieSceneSerializerContext ( [IFileHandle](API\Runtime\Core\GenericPlatform\IFileHandle) * InHandle, const [FString](API\Runtime\Core\Containers\FString) & InFilename )


code: ~FMovieSceneSerializerContext()


code: void AddContext ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, [IFileHandle](API\Runtime\Core\GenericPlatform\IFileHandle) * InHandle, const [FString](API\Runtime\Core\Containers\FString) & InFileName )


className: FMovieSceneSerializerContext

description: Archive context maintained when the serializer is running

code: class FMovieSceneSerializerContext

ArReader

type: FNameAsStringPr...

description: Reader/writer archives

ArReaderInner

type: FMovieSceneArch...

description: Inner file reader/writer archives

Filename

description: Filename

FrameIdToFrameOffset

type: TArray< TPair< ...

description: Frame IDs used to access specific times quickly

Handle

type: IFileHandle...

description: Read/write handles

LastFrameWritePos

description: Offset within the archive that the last frame was written

MaxFrameId

description: The max frame ID contained in the file

MinFrameId

description: The min frame ID contained in the file


code: bool CheckHeader ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, bool bInFileExisted, [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneSessionInfo](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSessionInfo) > & SessionInfos, HeaderData & InOutHeader, int64 & ReadHeaderPos, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


code: void Close ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


code: void CloseContexts()


code: [FContextAndCommands](API\Editor\SerializedRecorderInterface\Serializers\FContextAndCommands)< HeaderData, FrameData > & GetContext ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


description: FRunnableinterface

code: virtual uint32 Run()


description: Exit

code: virtual void Stop()


code: FMovieSceneSerializerRunnable()


code: ~FMovieSceneSerializerRunnable()


code: FMovieSceneSessionInfo()


className: FMovieSceneSerializerRunnable

description: Runnable to run threaded I/O

code: template<typename HeaderData, typename FrameData> class FMovieSceneSerializerRunnable : public [FRunnable](API\Runtime\Core\HAL\FRunnable)

bOpenForRead

type: FThreadSafeBool

description: Read/write access flags

bRunning

description: Thread safe bool for running the thread

bStopping

description: Thread safe bool for stopping the thread

ContextMap

type: TMap<FGuid,TS...

description: The contexts we are using

ContextMapCriticalSection

type: FCriticalSectio...

description: Lock


code: FMovieSceneSessionInfo ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InInstanceId, [FDateTime](API\Runtime\Core\Misc\FDateTime) InTimeStamp, int32 InBuildVersion, const [FString](API\Runtime\Core\Containers\FString) & InDeviceName, const [FString](API\Runtime\Core\Containers\FString) & InPlatformName, const [FString](API\Runtime\Core\Containers\FString) & InInstanceName, const [FString](API\Runtime\Core\Containers\FString) & InBuildDate )


className: FMovieSceneSessionInfo

description: Information about a captured session

code: struct FMovieSceneSessionInfo

BuildDate

type: FString

description: The build date for the capture.

BuildVersion

description: The engine version the file was captured with.

DeviceName

description: Name of the device the file was captured on.

InstanceId

description: The ID of the session instance the file was captured with

InstanceName

description: Name of the engine instance the file was captured on.

PlatformName

description: Name of the platform the file was captured on.

TimeStamp

type: FDateTime

description: The timestamp of this capture at creation time.


code: static const int32 cVersion = 1;


code: void SetProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const [FName](API\Runtime\Core\UObject\FName) & InPropertyName )


code: FPropertyFileHeader()


code: FPropertyFileHeader ( const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & InFrameRate, const [FName](API\Runtime\Core\UObject\FName) & InSerializedType, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: FPropertyFileHeader

code: struct FPropertyFileHeader

Guid

type: FGuid

PropertyName

type: FName

PropertyType

type: ESerializedProp...

TickResolution

type: FFrameRate

Version

description: DATA.


code: void AddTransform ( int32 BoneIndex, const FTransform & InTransform )


code: FSerializedAnimation()


className: FSerializedAnimation

code: struct FSerializedAnimation

AnimationData

type: TArray<FSerial...


code: FSerializedAnimationPerFrame()


code: void Set ( const FTransform & InTransform, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InKeyTime )


className: FSerializedAnimationPerFrame

code: struct FSerializedAnimationPerFrame

PosKey

type: FVector

RotKey

type: FQuat


code: FSerializedTransform ( const FTransform & InTransform, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InKeyTime )


code: FSerializedTransform()


className: FSerializedTransform

code: struct FSerializedTransform

Time

type: FFrameNumber


className: FSerializedTypeFileHeader

description: Though we are embedding the serialized type of the data into the file name they may not match so we go ahead and read the type from the file by mocking a header that just reads in the type.

code: struct FSerializedTypeFileHeader


code: FSerializedTypeFileHeader()


code: FSpawnFileHeader()


className: FSpawnFileHeader

code: struct FSpawnFileHeader

Version

description: DATA.


code: FSpawnProperty()


code: FSpawnProperty ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InKeyTime, bool InVal )


className: FSpawnProperty

code: struct FSpawnProperty

bVal

type: bool

Time

description: DATA.


className: GUID

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


className: Type

code: enum Type { FirstVersion = 0, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


className: FTempCustomVersion

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

code: struct FTempCustomVersion


code: FSpawnFileHeader ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & InTickResolution, const [FName](API\Runtime\Core\UObject\FName) & InSerializedType, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: cVersion

code: static const int32 cVersion = 1;


code: FTransformFileHeader()


code: FTransformFileHeader ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & InTickResolution, const [FName](API\Runtime\Core\UObject\FName) & InSerializedType, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: FTransformFileHeader

code: struct FTransformFileHeader

Version

description: DATA.


className: TMovieSceneSerializedFrame

code: template<typename FrameData> struct TMovieSceneSerializedFrame

Frame

type: FrameData


description: Close the serializer, flushes any commands and shuts down threads

code: void Close()


description: ISessionInstanceInfo

code: [FString](API\Runtime\Core\Containers\FString) GetBuildDate ( int32 InSessionIndex ) const


description: Get whether file exists

code: bool DoesFileExist ( const [FString](API\Runtime\Core\Containers\FString) & InFileName )


description: ISessionInstanceInfo

code: int32 GetBuildVersion ( int32 InSessionIndex ) const


description: Query the range of data in the file. Completion callback will be called on the game thread.

code: void GetDataRanges ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(uint64, uint64)> InCompletionCallback )


description: ISessionInstanceInfo

code: [FString](API\Runtime\Core\Containers\FString) GetDeviceName ( int32 InSessionIndex ) const


description: Get the local capture directory


description: ISessionInstanceInfo

code: [FString](API\Runtime\Core\Containers\FString) GetInstanceName ( int32 InSessionIndex ) const


description: Get the number of sessions that were captured to this file

code: int32 GetNumSessions()


description: ISessionInstanceInfo

code: [FString](API\Runtime\Core\Containers\FString) GetPlatformName ( int32 InSessionIndex ) const


description: ISessionInstanceInfo

code: [FGuid](API\Runtime\Core\Misc\FGuid) GetSessionId ( int32 InSessionIndex ) const


description: Check whether this serializer is currently open

code: bool IsOpen() const


description:
Open the serializer for reading
false if the operation was not successful

code: bool OpenForRead ( const [FString](API\Runtime\Core\Containers\FString) & InFileName, HeaderData & OutHeader, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description:
Open the serializer for writing
false if the operation was not successful with regards to opening the file, if we have saving turned off it will still return true.

code: bool OpenForWrite ( const [FString](API\Runtime\Core\Containers\FString) & InFilename, HeaderData & Header, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Read a frame range. Completion callback will be called on the game thread.

code: void ReadFramesAtFrameRange ( uint64 InStartFrameId, uint64 InEndFrameId, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InCompletionCallback )


className: Runnable

description: Runnable that the thread runs

code: static [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< HeaderData, FrameData > * Runnable;


description: == Template Statics Defined


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< int32 > > * Runnable()


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< [FString](API\Runtime\Core\Containers\FString) > > * Runnable()


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > > * Runnable()


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< bool > > * Runnable()


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< int64 > > * Runnable()


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< uint8 > > * Runnable()


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< float > > * Runnable()


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< double > > * Runnable()


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< FVector3f > > * Runnable()


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< FVector3d > > * Runnable()


code: template<> SERIALIZEDRECORDERINTERFACE_API [FMovieSceneSerializerRunnable](API\Editor\SerializedRecorderInterface\Serializers\FMovieSceneSerializerRunnable)< [FPropertyFileHeader](API\Editor\SerializedRecorderInterface\Serializers\FPropertyFileHeader), FSerializedProperty< [FColor](API\Runtime\Core\Math\FColor) > > * Runnable()


className: Thread

description: Thread we run on

code: static [FRunnableThread](API\Runtime\Core\HAL\FRunnableThread) * Thread;


description: Set the local capture directory

code: void SetLocalCaptureDir ( const [FString](API\Runtime\Core\Containers\FString) & PathIn )


code: template<> SERIALIZEDRECORDERINTERFACE_API [FRunnableThread](API\Runtime\Core\HAL\FRunnableThread) * Thread()


description: Write one frame data out to disk

code: void WriteFrameData ( uint64 InFrameId, const FrameData & InFrame )


description: Write array of frame data out to disk

code: void WriteFrameData ( uint64 InFrameId, const [TArray](API\Runtime\Core\Containers\TArray)< FrameData > & InFrames )


code: TMovieSceneSerializer()


className: TMovieSceneSerializer

description: A class to asynchronously read and write to serialized frame debugger data files

code: template<typename HeaderData, typename FrameData> class TMovieSceneSerializer

FramesWritten

type: int

description: How many frames have been written

ResultData

type: TArray<TMovieS...

description: Data from a read.


className: ISkeletalMeshEditor

module: SkeletalMeshEditor

code: class ISkeletalMeshEditor : public [FPersonaAssetEditorToolkit](API\Editor\Persona\FPersonaAssetEditorToolkit), public [IHasPersonaToolkit](API\Editor\Persona\IHasPersonaToolkit)


description: Creates a new skeleton editor instance

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISkeletalMeshEditor](API\Editor\SkeletalMeshEditor\ISkeletalMeshEditor) > CreateSkeletalMeshEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


className: FOnSkeletalMeshEditorInitialized

description: Add callback after editor has been initialized

code: typedef TBaseDelegate_OneParam< void, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISkeletalMeshEditor](API\Editor\SkeletalMeshEditor\ISkeletalMeshEditor) > > FOnSkeletalMeshEditorInitialized


className: FSkeletalMeshEditorToolbarExtender

description: Get all toolbar extenders

code: typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISkeletalMeshEditor](API\Editor\SkeletalMeshEditor\ISkeletalMeshEditor) > > FSkeletalMeshEditorToolbarExtender


className: ISkeletalMeshEditorModule

code: class ISkeletalMeshEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


className: USkeletalMeshEditorContextMenuContext

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

LodIndex

description: The LOD index that was clicked.

SectionIndex

description: The section index that was clicked.


description: SkeletalMesh: The SkeletalMesh we want to create the PhysicsAsset for

code: static [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * CreatePhysicsAsset ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


description: Copy the build options with the specified LOD build settings.

code: static void GetLodBuildSettings ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LodIndex, [FSkeletalMeshBuildSettings](API\Runtime\Engine\Engine\FSkeletalMeshBuildSettings) & OutBuildOptions )


description:
Retrieve the number of LOD contain in the specified skeletal mesh.
The LOD number.

code: static int32 GetLODCount ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


description:
Gets the material slot used for a specific LOD section.
MaterialSlotIndexIndexof the material slot used by the section or INDEX_NONE in case of error.

code: int32 GetLODMaterialSlot ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 LODIndex, int32 SectionIndex )


description:
Get number of sections for a LOD of a Skeletal Mesh
Number of sections. Returns INDEX_NONE if invalid mesh or LOD index.

code: int32 GetNumSections ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 LODIndex )


description:
Get number of mesh vertices for an LOD of a Skeletal Mesh
Number of vertices. Returns 0 if invalid mesh or LOD index.

code: int32 GetNumVerts ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 LODIndex )


description:
Get bCastShadow from a section of a LOD of a Skeletal Mesh
false if invalid mesh or LOD index or section index.

code: bool GetSectionCastShadow ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, const int32 SectionIndex, bool & bOutCastShadow )


description:
Get bRecomputeTangent from a section of a LOD of a Skeletal Mesh
false if invalid mesh or LOD index or section index.

code: bool GetSectionRecomputeTangent ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, const int32 SectionIndex, bool & bOutRecomputeTangent )


description:
Get RecomputeTangentsVertexMaskChannel from a section of a LOD of a Skeletal Mesh
false if invalid mesh or LOD index or section index.

code: bool GetSectionRecomputeTangentsVertexMaskChannel ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, const int32 SectionIndex, uint8 & OutRecomputeTangentsVertexMaskChannel )


description:
Get bVisibleInRayTracing from a section of a LOD of a Skeletal Mesh
false if invalid mesh or LOD index or section index.

code: bool GetSectionVisibleInRayTracing ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, const int32 SectionIndex, bool & bOutVisibleInRayTracing )


description:
Import or re-import a LOD into the specified base mesh. If the LOD do not exist it will import it and add it to the base static mesh. If the LOD already exist it will re-import the specified LOD.
The index of the LOD that was imported or re-imported. Will return INDEX_NONE if anything goes bad.

code: static int32 ImportLOD ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * BaseMesh, const int32 LODIndex, const [FString](API\Runtime\Core\Containers\FString) & SourceFilename )


description:
Regenerate LODs of the mesh
true if succeed. If mesh reduction is not available this will return false.

code: static bool RegenerateLOD ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 NewLODCount, bool bRegenerateEvenIfImported, bool bGenerateBaseLOD )


description:
Re-import the specified skeletal mesh and all the custom LODs.
true if re-import works, false otherwise see log for explanation.

code: static bool ReimportAllCustomLODs ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


description:
Rename a socket within a skeleton
true if the renaming succeeded.

code: static bool RenameSocket ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )


description: Set the LOD build options for the specified LOD index.

code: static void SetLodBuildSettings ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LodIndex, const [FSkeletalMeshBuildSettings](API\Runtime\Engine\Engine\FSkeletalMeshBuildSettings) & BuildOptions )


description:
Set bCastShadow for a section of a LOD of a Skeletal Mesh.
false if invalid mesh or LOD index or section index.

code: bool SetSectionCastShadow ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, const int32 SectionIndex, const bool bCastShadow )


description:
Set bRecomputeTangent for a section of a LOD of a Skeletal Mesh.
false if invalid mesh or LOD index or section index.

code: bool SetSectionRecomputeTangent ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, const int32 SectionIndex, const bool bRecomputeTangent )


description:
Set RecomputeTangentsVertexMaskChannel for a section of a LOD of a Skeletal Mesh.
false if invalid mesh or LOD index or section index.

code: bool SetSectionRecomputeTangentsVertexMaskChannel ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, const int32 SectionIndex, const uint8 RecomputeTangentsVertexMaskChannel )


description:
Set bVisibleInRayTracing for a section of a LOD of a Skeletal Mesh.
false if invalid mesh or LOD index or section index.

code: bool SetSectionVisibleInRayTracing ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, const int32 SectionIndex, const bool bVisibleInRayTracing )


code: USkeletalMeshEditorSubsystem()


className: USkeletalMeshEditorSubsystem

description: USkeletalMeshEditorSubsystemSubsystem for exposing skeletal mesh functionality to scripts

code: class USkeletalMeshEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)


className: FBlendProfilePickerArgs

description: Argument used to set up the blend profile picker

module: SkeletonEditor

code: struct FBlendProfilePickerArgs

bAllowClear

description: Allow the option to clear the profile selection

bAllowModify

description: Allow the option to delete blend profiles from the skeleton

bAllowNew

description: Allow the option to create new profiles in the picker

InitialProfile

type: UBlendProfile&...

description: Initial blend profile selected

OnBlendProfileSelected

type: FOnBlendProfile...

description: Delegate to call when the picker selection is changed

PropertyHandle

type: TSharedPtr< cla...

description: Optional property handle, when the picker is tied to a property

SupportedBlendProfileModes

type: EBlendProfilePi...

description: Only display Blend Profiles w/ specified Blend Profile modes (EBlendProfilePickerMode values are flags.)


className: FSkeletonTreeArgs

description: Init params for a skeleton tree widget

code: struct FSkeletonTreeArgs

bAllowMeshOperations

description: Whether to allow operations that modify the mesh

bAllowSkeletonOperations

description: Whether to allow operations that modify the skeleton

bHideBonesByDefault

description: Whether to hide bones by default

bShowBlendProfiles

description: Whether to show the blend profiles editor for the skeleton being displayed

bShowDebugVisualizationOptions

description: Whether to show the filter option to allow filtering of debug draw elements in the viewport.

bShowFilterMenu

description: Whether to show the filter menu to allow filtering of active bones, sockets etc.

Builder

type: TSharedPtr<ISk...

description: Optional builder to allow for custom tree construction

ContextName

description: Context name used to persist settings

Extenders

type: TSharedPtr<FEx...

description: Menu extenders applied to context and filter menus

Mode

type: ESkeletonTreeMo...

description: The mode that this skeleton tree is in

OnGetFilterText

type: FOnGetFilterTex...

description: Delegate that allows custom filtering text to be shown on the filter button

OnSelectionChanged

type: FOnSkeletonTree...

description: Delegate called by the tree when a socket is selected

PreviewScene

type: TSharedPtr<IPe...

description: Optional preview scene that we can pair with


code: void AddAttachedAssetContainer ( const [FPreviewAssetAttachContainer](API\Runtime\Engine\Animation\FPreviewAssetAttachContainer) & AttachedObjects, [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )


code: void AddAttachedAssets ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )


description: Add Bones

code: void AddBones ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )


description: Add Sockets

code: void AddSockets ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )


code: void AddSocketsFromData ( const [TArray](API\Runtime\Core\Containers\TArray)< [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * > & SocketArray, ESocketParentType ParentType, [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )


code: void AddVirtualBones ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )


description: Build an array of skeleton tree items to display in the tree.

code: virtual void Build ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )


description: Create an item for an attached asset

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > CreateAttachedAssetTreeItem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const [FName](API\Runtime\Core\UObject\FName) & InAttachedTo )


description: Create an item for a bone

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > CreateBoneTreeItem ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName )


description: Create an item for a socket

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > CreateSocketTreeItem ( [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * InSocket, ESocketParentType ParentType, bool bIsCustomized )


description: Create an item for a virtual bone

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > CreateVirtualBoneTreeItem ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName )


description: Apply filtering to the tree items

code: virtual void Filter ( const [FSkeletonTreeFilterArgs](API\Editor\SkeletonEditor\FSkeletonTreeFilterArgs) & InArgs, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InItems, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & OutFilteredItems )


description: Allows the builder to contribute to filtering an item

code: virtual ESkeletonTreeFilterResult FilterItem ( const [FSkeletonTreeFilterArgs](API\Editor\SkeletonEditor\FSkeletonTreeFilterArgs) & InArgs, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem )


description: Helper function for filtering

code: ESkeletonTreeFilterResult FilterRecursive ( const [FSkeletonTreeFilterArgs](API\Editor\SkeletonEditor\FSkeletonTreeFilterArgs) & InArgs, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & OutFilteredItems )


description: ISkeletonTreeBuilderinterface

code: virtual void Initialize ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > & InSkeletonTree, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, FOnFilterSkeletonTreeItem InOnFilterSkeletonTreeItem )


description: Get whether this builder is showing bones

code: virtual bool IsShowingAttachedAssets() const


code: virtual bool IsShowingBones() const


code: virtual bool IsShowingSockets() const


code: FSkeletonTreeBuilder ( const [FSkeletonTreeBuilderArgs](API\Editor\SkeletonEditor\FSkeletonTreeBuilderArgs) & InBuilderArgs )


className: FSkeletonTreeBuilder

code: class FSkeletonTreeBuilder : public [ISkeletonTreeBuilder](API\Editor\SkeletonEditor\ISkeletonTreeBuilder)

BuilderArgs

type: FSkeletonTreeBu...

description: Options for building

EditableSkeletonPtr

type: TWeakPtr< class...

description: The editable skeleton that the skeleton tree represents

OnFilterSkeletonTreeItem

type: FOnFilterSkelet...

description: Delegate used for filtering

PreviewScenePtr

description: The (optional) preview scene we will build against

SkeletonTreePtr

description: The skeleton tree we will build against


code: FSkeletonTreeBuilderArgs ( bool bInShowBones, bool bInShowSockets, bool bInShowAttachedAssets, bool bInShowVirtualBones )


className: FSkeletonTreeBuilderArgs

description: Options for skeleton building

code: struct FSkeletonTreeBuilderArgs

bShowAttachedAssets

type: bool

description: Whether we should show attached assets

bShowBones

description: Whether we should show bones

bShowSockets

description: Whether we should show sockets

bShowVirtualBones

description: Whether we should show virtual bones


description: Add an item to the output

code: void Add ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem, const [FName](API\Runtime\Core\UObject\FName) & InParentName, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > InParentTypes, bool bAddToHead )


description: Add an item to the output

code: void Add ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem, const [FName](API\Runtime\Core\UObject\FName) & InParentName, const [FName](API\Runtime\Core\UObject\FName) & InParentType, bool bAddToHead )


description: Add an item to the output

code: void Add ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem, const [FName](API\Runtime\Core\UObject\FName) & InParentName, std::initializer_list< [FName](API\Runtime\Core\UObject\FName) > InParentTypes, bool bAddToHead )


description:
Find the item with the specified name
the item found, or an invalid ptr if it was not found.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > Find ( const [FName](API\Runtime\Core\UObject\FName) & InName, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > InTypes ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > Find ( const [FName](API\Runtime\Core\UObject\FName) & InName, std::initializer_list< [FName](API\Runtime\Core\UObject\FName) > InTypes ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > Find ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FName](API\Runtime\Core\UObject\FName) & InType ) const


code: FSkeletonTreeBuilderOutput ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InItems, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InLinearItems )


className: FSkeletonTreeBuilderOutput

description: Output struct for builders to use

code: struct FSkeletonTreeBuilderOutput


code: FSkeletonTreeFilterArgs ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTextFilterExpressionEvaluator](API\Runtime\Core\Misc\FTextFilterExpressionEvaluator) > InTextFilter )


className: FSkeletonTreeFilterArgs

description: Basic filter used when re-filtering the tree

code: struct FSkeletonTreeFilterArgs

bFlattenHierarchyOnFilter

description: Whether to flatten the hierarchy so filtered items appear in a linear list

TextFilter

type: TSharedPtr<FTe...

description: The text filter we are using, if any


description: true if this item can be renamed

code: virtual bool CanRenameItem() const


description: Builds the slate widget for any inline data editing

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateInlineEditWidget ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > & FilterText, FIsSelected InIsSelected )


description: Builds the slate widget for the data column

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForDataColumn ( const [FName](API\Runtime\Core\UObject\FName) & DataColumnName, FIsSelected InIsSelected )


description: Return the name used to attach to this item

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


description: The filtered array of children for this item

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > > & GetFilteredChildren()


description: Get the editable skeleton the tree represents

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > GetEditableSkeleton() const


description: The array of children for this item

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > > & GetChildren()


description: Get the current filter result

code: virtual ESkeletonTreeFilterResult GetFilterResult() const


description: Get this item's parent

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > GetParent() const


code: static const [FName](API\Runtime\Core\UObject\FName) & GetTypeId()


description: Get the object represented by this item, if any

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


description: The owning skeleton tree

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > GetSkeletonTree() const


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


description: Handle a drag and drop enter event

code: virtual void HandleDragEnter ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Handle a drag and drop leave event

code: virtual void HandleDragLeave ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Handle a drag and drop drop event

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) HandleDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: true if the item has an in-line editor widget

code: virtual bool HasInlineEditor() const


description: Get whether this item begins expanded or not

code: virtual bool IsInitiallyExpanded() const


description: Get the expansion state of the inline editor

code: virtual bool IsInlineEditorExpanded() const


code: virtual bool IsOfTypeByName ( const [FName](API\Runtime\Core\UObject\FName) & Type ) const


description: ISkeletonTreeIteminterface

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > MakeTreeRowWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable, const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > & InFilterText )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDragDetected ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Handler for when the user double clicks on this item in the tree

code: virtual void OnItemDoubleClicked()


description: Requests a rename on the the tree row item

code: virtual void RequestRename()


description: Set the current filter result

code: virtual void SetFilterResult ( ESkeletonTreeFilterResult InResult )


description: Set this item's parent

code: virtual void SetParent ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > InParent )


code: FSkeletonTreeItem ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > & InSkeletonTree )


description: Toggle the expansion state of the inline editor


className: FSkeletonTreeItem

description: Provides basic stub functionality for ISkeletonTreeItem-derived classes

code: class FSkeletonTreeItem : public [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem)

Children

type: TArray<TShared...

description: The children of this item

FilteredChildren

description: The filtered children of this item

FilterResult

type: ESkeletonTreeFi...

description: The current filter result

Parent

type: TWeakPtr<ISkel...

description: The parent of this item

SkeletonTreePtr

description: The owning skeleton tree


code: template<typename ItemType> [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ItemType > > GetSelectedItems() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > > GetSelectedItemsByTypeId ( const [FName](API\Runtime\Core\UObject\FName) & InTypeId ) const


code: template<typename ItemType> bool HasSelectedOfType() const


code: bool IsMultipleItemsSelected() const


code: template<typename ItemType> bool IsSingleOfTypeSelected() const


code: bool IsSingleItemSelected() const


code: FSkeletonTreeSelection ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InSelectedItems )


code: FSkeletonTreeSelection ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InSelectedItems )


className: FSkeletonTreeSelection

description: Helper for processing tree selections

code: class FSkeletonTreeSelection

SelectedItems

type: TArrayView<TSh...

description: Flat array of selected items


description: Add a compatible skeleton

code: void AddCompatibleSkeleton ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InCompatibleSkeleton )


description: Add a notify

code: void AddNotify ( [FName](API\Runtime\Core\UObject\FName) NewName )


description: Add a retarget source

code: void AddRetargetSource ( const [FName](API\Runtime\Core\UObject\FName) & InName, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InReferenceMesh )


description: Add a slot group name

code: bool AddSlotGroupName ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName )


description: Deprecated* Please useIInterface_AnimCurveMetaData::AddCurveMetaData.

code: virtual bool AddSmartname ( const [FName](API\Runtime\Core\UObject\FName) & InContainerName, const [FName](API\Runtime\Core\UObject\FName) & InNewName, [FSmartName](API\Runtime\Engine\Animation\FSmartName) & OutSmartName )


description: Creates a new socket on the skeleton

code: [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * AddSocket ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName )


description: Add a sync marker

code: void AddSyncMarker ( [FName](API\Runtime\Core\UObject\FName) NewName )


description: Inform the system that something about a notify changed

code: void BroadcastNotifyChanged()


description: Create the named blend profile

code: [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * CreateNewBlendProfile ( const [FName](API\Runtime\Core\UObject\FName) & InBlendProfileName )


description:
Delete anim notifies by name
the number of animations modified

code: int32 DeleteAnimNotifies ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InotifyNames, bool bDeleteFromAnimations )


description: Delete retarget sources

code: void DeleteRetargetSources ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InRetargetSourceNames )


description: Delete a slot group

code: void DeleteSlotGroup ( const [FName](API\Runtime\Core\UObject\FName) & InGroupName )


description: Delete a slot name

code: void DeleteSlotName ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName )


description:
Delete sync markers from the skeleton cache by name
the number of animations modified

code: int32 DeleteSyncMarkers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ISyncMarkerNames, bool bDeleteFromAnimations )