className: USynthComponentMonoWaveTable

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

CachedPreset

type: UMonoWaveTableS...

CurrentPreset

type: TObjectPtr<UMo...

description: The settings asset to use for this synth

OnNumTablesChanged

type: FNumTablesChang...

description: Curve array altered.

OnTableAltered

type: FOnTableAltered

description: Wave Table curve was edited.

Synth

description: Underlying wavetable synth


description: Sets the frequency of the tone generator.

module: Synthesis

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Tone Generator") void SetFrequency ( float InFrequency )


description: Sets the volume of the tone generator.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Tone Generator") void SetVolume ( float InVolume )


description: Tick this component to get the current position of the component to pass to the attenuator.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


className: USynthComponentToneGenerator

AttenuationDbAtMaxRange

type: float

description: An attenuation, in decibels, to apply to the sound at max range.

DistanceAttenuationCurve

type: FRuntimeFloatCu...

description: A distance attenuation curve to use to attenuate the audio.

DistanceRange

description: A distance range over which to apply distance attenuation using the supplied curve.

Frequency

description: The frequency (in hz) of the tone generator.

Volume

description: The linear volume of the tone generator.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") float GetSampleDuration() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") bool IsLoaded() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SeekToTime ( float TimeSec, [ESamplePlayerSeekType](API\Plugins\Synthesis\SynthComponents\ESamplePlayerSeekType) SeekType, bool bWrap )


description: This will override the current sound wave if one is set, stop audio, and reload the new sound wave.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetSoundWave ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InSoundWave )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPitch ( float InPitch, float TimeSec )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetScrubTimeWidth ( float InScrubTimeWidthSec )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetScrubMode ( bool bScrubMode )


className: USynthSamplePlayer

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Synth, Meta=(BlueprintSpawnableComponent)) class USynthSamplePlayer : public [USynthComponent](API\Runtime\AudioMixer\Components\USynthComponent)

bIsLoaded

type: bool

OnSampleLoaded

type: FOnSampleLoaded

OnSamplePlaybackProgress

type: FOnSamplePlayba...

SoundWave

type: TObjectPtr<USo...


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

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


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

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


className: ESynthKnobSize

code: enum ESynthKnobSize { Medium, Large, Count, }


className: ESynthSlateColorStyle

code: enum ESynthSlateColorStyle { Light, Dark, Count, }


className: UAudioImpulseResponse

description: ========================================================================UAudioImpulseResponseUAsset used to represent Imported Impulse Responses

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UAudioImpulseResponse : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bIsEvenChannelCount

description: Used to evaluate whether TrueStereo should be editable.

bTrueStereo

description: If true, impulse response channels are interpreted as true stereo which allows channel crosstalk.

ImpulseResponse

type: TArray< float >

description: The interleaved audio samples used in convolution.

NormalizationVolumeDb

description: Used to account for energy added by convolution with "loud" Impulse Responses.

NumChannels

description: The number of channels in impulse response.

OnObjectPropertyChanged

type: FAudioImpulseRe...

description: This delegate is called whenever PostEditChangeProperty called.

SampleRate

description: The original sample rate of the impulse response.


className: ESynthSlateSizeType

code: enum ESynthSlateSizeType { Small, Medium, Large, Count, }


code: class FOnMouseCaptureEndEventSynth2D


code: class FOnFloatValueChangedEventSynth2D


code: class FOnMouseCaptureBeginEventSynth2D


code: static const [FSynth2DSliderStyle](API\Plugins\Synthesis\UI\FSynth2DSliderStyle) & GetDefault()


description: This method must be implemented by inherited structures.

code: virtual void GetResources ( [TArray](API\Runtime\Core\Containers\TArray)< const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * > & OutBrushes ) const


description:
This method must be implemented by inherited structures.
Widget style name.

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


className: TypeName

code: static const [FName](API\Runtime\Core\UObject\FName) TypeName;


description: Represents the appearance of anSSynth2DSlider

BackgroundImage

type: FSlateBrush

DisabledThumbImage

description: Image to use for the 2D handle.

NormalThumbImage

description: Image to use for the 2D handle.


description: Returns the base brush to use.

code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetBaseBrush() const


code: static const [FSynthKnobStyle](API\Plugins\Synthesis\UI\FSynthKnobStyle) & GetDefault()


description: Returns the overlay brush to represent the given value.

code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetOverlayBrush() const


code: [FSynthKnobStyle](API\Plugins\Synthesis\UI\FSynthKnobStyle) & SetKnobSize ( const [ESynthKnobSize](API\Plugins\Synthesis\UI\ESynthKnobSize) & InKnobSize )


className: FSynthKnobStyle

description: Represents the appearance of anSSynthKnob

KnobSize

type: ESynthKnobSize

description: The size of the knobs to use.

LargeKnob

description: Image to use for the large knob.

LargeKnobOverlay

description: Image to use for the dot handle.

MaxValueAngle

description: Image to use for the medium knob dot handle.

MediumKnob

description: Image to use for the medium large knob.


code: virtual [ISynthSlateResources](API\Plugins\Synthesis\UI\ISynthSlateResources) * CreateSynthSlateResources()


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetBrushForValue ( const float InValue ) const


code: static const [FSynthSlateStyle](API\Plugins\Synthesis\UI\FSynthSlateStyle) & GetDefault()


code: [FSynthSlateStyle](API\Plugins\Synthesis\UI\FSynthSlateStyle) & SetColorStyle ( const [ESynthSlateColorStyle](API\Plugins\Synthesis\UI\ESynthSlateColorStyle) & InColorStyle )


code: [FSynthSlateStyle](API\Plugins\Synthesis\UI\FSynthSlateStyle) & SetSizeType ( const [ESynthSlateSizeType](API\Plugins\Synthesis\UI\ESynthSlateSizeType) & InSizeType )


className: SynthSlateResources

code: static [ISynthSlateResources](API\Plugins\Synthesis\UI\ISynthSlateResources) * SynthSlateResources = nullptr;


className: FSynthSlateStyle

description: Represents the appearance of synth UI elements in slate.

ColorStyle

type: ESynthSlateColo...

description: Image to use when the slider bar is in its disabled state

SizeType

type: ESynthSlateSize...

description: The size of the knobs to use.


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > Get()


className: StyleInstance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > StyleInstance = NULL;


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateDynamicImageBrush](API\Runtime\SlateCore\Brushes\FSlateDynamicImageBrush) > > & GetImagesList ( [ESynthSlateSizeType](API\Plugins\Synthesis\UI\ESynthSlateSizeType) SizeType, [ESynthSlateColorStyle](API\Plugins\Synthesis\UI\ESynthSlateColorStyle) ColorStyle ) const


className: FSynthSlateStyleSet

code: struct FSynthSlateStyleSet


code: void GetImagesAtPath ( const [FString](API\Runtime\Core\Containers\FString) & DirPath, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateDynamicImageBrush](API\Runtime\SlateCore\Brushes\FSlateDynamicImageBrush) >> & OutImages, const float Size )


code: int32 GetNumberForImageName ( const [FString](API\Runtime\Core\Containers\FString) & ImageName )


code: float GetSize ( [ESynthSlateSizeType](API\Plugins\Synthesis\UI\ESynthSlateSizeType) SizeType ) const


code: virtual ~ISynthSlateResources()


className: ISynthSlateResources

code: struct ISynthSlateResources


description: Commits the specified slider value.

code: void CommitValue ( float NewValueX, float NewValueY )


description: LeafWidgets should compute their DesiredSize based solely on their visual representation. There is no need to take child widgets into account as LeafWidgets have none by definition. For example, the TextBlock widget simply measures the area necessary to display its text with the given font and font size.

code: virtual FVector2D ComputeDesiredSize ( float ) const


description: Construct the widget.

code: void Construct ( const [SSynth2DSlider::FArguments](API\Plugins\Synthesis\UI\SSynth2DSlider\FArguments) & InDeclaration )


description: Whether the slidable area should be indented to fit the handle.

code: WidgetArgsType & IndentHandle &40; const TAttribute< bool > & InAttribute &41;


description: Sometimes a slider should only be mouse-clickable and never keyboard focusable.

code: WidgetArgsType & IsFocusable &40; bool InArg &41;


description: Invoked when the Controller is pressed and capture begins.

code: WidgetArgsType & OnControllerCaptureBegin &40; const FSimpleDelegate & InDelegate &41;


description: Whether the handle is interactive or fixed.

code: WidgetArgsType & Locked &40; const TAttribute< bool > & InAttribute &41;


description: Invoked when the controller capture is released.

code: WidgetArgsType & OnControllerCaptureEnd &40; const FSimpleDelegate & InDelegate &41;


description: Invoked when the mouse is pressed and a capture begins.

code: WidgetArgsType & OnMouseCaptureBegin &40; const FSimpleDelegate & InDelegate &41;


description: Invoked when the mouse is released and a capture ends.

code: WidgetArgsType & OnMouseCaptureEnd &40; const FSimpleDelegate & InDelegate &41;


description: Called when the value is changed by the slider.

code: WidgetArgsType & OnValueChangedY &40; const FOnFloatValueChanged & InDelegate &41;


code: WidgetArgsType & OnValueChangedX &40; const FOnFloatValueChanged & InDelegate &41;


description: The input mode while using the controller.

code: WidgetArgsType & StepSize &40; const TAttribute< float > & InAttribute &41;


description: The style used to draw the slider.

code: WidgetArgsType & Style &40; const FSynth2DSliderStyle &42; InArg &41;


description: A value that drives where the slider handle appears. Value is normalized between 0 and 1.

code: WidgetArgsType & ValueX &40; const TAttribute< float > & InAttribute &41;


code: WidgetArgsType & ValueY &40; const TAttribute< float > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SSynth2DSlider >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: See the Value attribute

code: float GetValueX() const


description: Is this widget interactive or not? Defaults to false

code: virtual bool IsInteractable() const


description: Is the handle locked or not? Defaults to false

code: bool IsLocked() const


description: Called when this widget loses focus. This event does not bubble.

code: virtual void OnFocusLost ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
Called after a key is released when this widget has focus
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
MOUSE INPUT The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

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


description:
The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

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


description:
The system calls this method to notify the widget that a mouse moved within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

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


description: Whenever possible, LeafWidgets should avoid dealing with layout properties. See TextBlock for an example.

code: virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, 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


description:
Calculates the new value based on the given absolute coordinates.
The new value.

code: FVector2D PositionToValue ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const FVector2D & AbsolutePosition )


description: See the IndentHandle attribute

code: void SetIndentHandle ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > & InIndentHandle )


description: See the Locked attribute

code: void SetLocked ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > & InLocked )


description: See the SliderBarColor attribute

code: void SetSliderBarColor ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InSliderBarColor )


description: See the Orientation attribute

code: void SetOrientation ( EOrientation InOrientation )


description: See the SliderHandleColor attribute

code: void SetSliderHandleColor ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InSliderHandleColor )


description: See the Value attribute

code: void SetValueX ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > & InValueAttribute )


code: void SetValueY ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > & InValueAttribute )


description:
Checks to see if this widget supports keyboard focus. Override this in derived classes.
True if this widget can take keyboard focus

code: virtual bool SupportsKeyboardFocus() const


description: A Slate slider control is a linear scale and draggable handle.

code: class SSynth2DSlider : public [SLeafWidget](API\Runtime\SlateCore\Widgets\SLeafWidget)


description: Commits the specified slider value.

code: void CommitValue ( float NewValue )


description: LeafWidgets should compute their DesiredSize based solely on their visual representation. There is no need to take child widgets into account as LeafWidgets have none by definition. For example, the TextBlock widget simply measures the area necessary to display its text with the given font and font size.

code: virtual FVector2D ComputeDesiredSize ( float ) const


description: Construct the widget.

code: void Construct ( const [SSynthKnob::FArguments](API\Plugins\Synthesis\UI\SSynthKnob\FArguments) & InDeclaration )


description: Sometimes a slider should only be mouse-clickable and never keyboard focusable.

code: WidgetArgsType & IsFocusable &40; bool InArg &41;


description: Whether the handle is interactive or fixed.

code: WidgetArgsType & Locked &40; const TAttribute< bool > & InAttribute &41;


description: The speed of the knob rotation with the mouse when shift is held while using mouse.

code: WidgetArgsType & MouseFineTuneSpeed &40; const TAttribute< float > & InAttribute &41;


description: The speed of the knob rotation with the mouse. 1.0 is default speed, 2.0 is 2x as fast as default, 0.5 is half as fast as default speed.

code: WidgetArgsType & MouseSpeed &40; const TAttribute< float > & InAttribute &41;


description: Invoked when the Controller is pressed and capture begins.

code: WidgetArgsType & OnControllerCaptureBegin &40; const FSimpleDelegate & InDelegate &41;


description: Invoked when the controller capture is released.

code: WidgetArgsType & OnControllerCaptureEnd &40; const FSimpleDelegate & InDelegate &41;


description: Invoked when the mouse is pressed and a capture begins.

code: WidgetArgsType & OnMouseCaptureBegin &40; const FSimpleDelegate & InDelegate &41;


description: See the StepSize attribute

code: void SetStepSize ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > & InStepSize )


description: Invoked when the mouse is released and a capture ends.

code: WidgetArgsType & OnMouseCaptureEnd &40; const FSimpleDelegate & InDelegate &41;


description: Called when the value is changed by the slider.

code: WidgetArgsType & OnValueChanged &40; const FOnFloatValueChanged & InDelegate &41;


description: The name of the parameter. Can be queried and will show in a popup.

code: WidgetArgsType & ParameterName &40; const TAttribute< FText > & InAttribute &41;


description: Parameter value range.

code: WidgetArgsType & ParameterRange &40; const TAttribute< FVector2D > & InAttribute &41;


description: The parameter units.

code: WidgetArgsType & ParameterUnits &40; const TAttribute< FText > & InAttribute &41;


code: WidgetArgsType & ShowParamTooltip &40; bool InArg &41;


description: The speed of the knob rotation. 1.0 is default speed, 2.0 is 2x as fast as default, 0.5 is half as fast as default speed.

code: WidgetArgsType & StepSize &40; const TAttribute< float > & InAttribute &41;


description: The style used to draw the knob.

code: WidgetArgsType & Style &40; const FSynthKnobStyle &42; InArg &41;


description: A value that drives where the slider handle appears. Value is normalized between 0 and 1.

code: WidgetArgsType & Value &40; const TAttribute< float > & InAttribute &41;


code: typedef FArguments WidgetArgsType


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


description: Return the last mouse down position.

code: FVector2D GetMouseDownPosition()


description: See the Value attribute

code: float GetValue() const


description: Is this widget interactive or not? Defaults to false

code: virtual bool IsInteractable() const


description: Is the handle locked or not? Defaults to false

code: bool IsLocked() const


description: Called when this widget loses focus. This event does not bubble.

code: virtual void OnFocusLost ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
Called after a key is released when this widget has focus
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
MOUSE INPUT The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

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


description:
The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

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


description:
The system calls this method to notify the widget that a mouse moved within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

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


description: Whenever possible, LeafWidgets should avoid dealing with layout properties. See TextBlock for an example.

code: virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, 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


description: See the MousePeed attribute

code: void SetMouseFineTuneSpeed ( const float InMouseFineTuneSpeed )


description: See the Locked attribute

code: void SetLocked ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > & InLocked )


description: See the MousePeed attribute

code: void SetMouseSpeed ( const float InMouseSpeed )


description: See the StepSize attribute

code: void SetStepSize ( const float InStepSize )


description: See the Value attribute

code: void SetValue ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > & InValueAttribute )


description:
Checks to see if this widget supports keyboard focus. Override this in derived classes.
True if this widget can take keyboard focus

code: virtual bool SupportsKeyboardFocus() const


className: SSynthKnob

code: class SSynthKnob : public [SLeafWidget](API\Runtime\SlateCore\Widgets\SLeafWidget)


code: void Construct ( const [FArguments](API\Plugins\Synthesis\UI\SSynthTooltip\FArguments) & InArgs )


code: WidgetArgsType & operator&43; &40; typename SOverlay::FOverlaySlot::FSlotArguments & SlotToAdd &41;


code: WidgetArgsType & operator&43; &40; typename SOverlay::FOverlaySlot::FSlotArguments && SlotToAdd &41;


code: typedef FArguments WidgetArgsType


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

type: TArray< typenam...


code: void SetOverlayText ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


code: void SetWindowContainerVisibility ( bool bShowVisibility )


className: SSynthTooltip

description: Special tooltip that doesn't follow the mouse position Creates a simple window at the designated position.

code: class SSynthTooltip : public [SOverlay](API\Runtime\SlateCore\Widgets\SOverlay)


description: Gets the palette category of the widget

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


description: Gets the current value of the slider.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Behavior") FVector2D GetValue() const


code: void HandleOnControllerCaptureBegin()


code: void HandleOnControllerCaptureEnd()


code: void SetOverlayWindowPosition ( FVector2D Position )


code: void HandleOnMouseCaptureBegin()


code: void HandleOnValueChangedX ( float InValue )


code: void HandleOnValueChangedY ( float InValue )


description: Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


description: Sets if the slidable area should be indented to fit the handle

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Behavior") void SetIndentHandle ( bool InValue )


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


description: Sets the handle to be interactive or fixed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Behavior") void SetLocked ( bool InValue )


description: Sets the amount to adjust the value by, when using a controller or keyboard

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Behavior") void SetStepSize ( float InValue )


description: Sets the color of the handle bar

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Appearance") void SetSliderHandleColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InValue )


description: Sets the current value of the slider.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Behavior") void SetValue ( FVector2D InValue )


description: Applies all properties to the native widget if possible. This is called after a widget is constructed. It can also be called by the editor to update modified state, so ensure all initialization to a widgets properties are performed here, or the property and visual state may become unsynced.

code: virtual void SynchronizeProperties()


code: USynth2DSlider ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Gets the palette category of the widget

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


description: A simple widget that shows a sliding bar with a handle that allows you to control the value between 0..1.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USynth2DSlider : public [UWidget](API\Runtime\UMG\Components\UWidget)

IndentHandle

description: Whether the slidable area should be indented to fit the handle.

IsFocusable

description: Should the slider be focusable?

Locked

description: Whether the handle is interactive or fixed.

MySlider

type: TSharedPtr<SSy...

description: Native Slate Widget

OnControllerCaptureBegin

type: FOnControllerCa...

description: Invoked when the controller capture begins.

OnControllerCaptureEnd

description: Invoked when the controller capture ends.

OnMouseCaptureBegin

type: FOnMouseCapture...

description: Invoked when the mouse is pressed and a capture begins.

OnMouseCaptureEnd

description: Invoked when the mouse is released and a capture ends.

OnValueChangedX

type: FOnFloatValueCh...

description: Called when the value is changed by slider or typing.

SliderHandleColor

type: FLinearColor

description: The color to draw the slider handle in.

StepSize

description: The amount to adjust the value by, when using a controller or keyboard

ValueXDelegate

type: FGetFloat

description: A bindable delegate to allow logic to drive the value of the widget

WidgetStyle

description: The progress bar style


description: Gets the current value of the slider.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Behavior") float GetValue() const


code: void HandleOnControllerCaptureBegin()


code: void HandleOnControllerCaptureEnd()


code: void HandleOnMouseCaptureBegin()


code: void HandleOnValueChanged ( float InValue )


description: Sets the current value of the slider.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Behavior") void SetValue ( float InValue )


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


className: USynthKnob

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USynthKnob : public [UWidget](API\Runtime\UMG\Components\UWidget)

IsFocusable

type: bool

description: Should the slider be focusable?

type: float

MouseFineTuneSpeed

description: The speed of the mouse knob control when fine-tuning the knob

MouseSpeed

description: The speed of the mouse knob control

MySynthKnob

description: Native Slate Widget

ParameterName

type: FText

description: The name of the pararameter. Will show when knob turns.

ParameterUnits

description: The parameter units (e.g. hz). Will append to synth tooltip info.

ShowTooltipInfo

type: uint32: 1

description: Enable tool tip window to show parameter information while knob turns

Value

description: The volume value to display.

type: FSynthKnobStyle

description: The synth knob style


description: Synthesis Utilities Blueprint Function Library A library of synthesis related functions for use in Blueprints


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

module: SynthesisEditor

code: virtual uint32 GetCategories()


description: Returns the name of this type

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


description: Get the supported class of this type.

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


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


code: class FAssetTypeActions_AudioImpulseResponse : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


description: Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetSubMenus() const


code: class FAssetTypeActions_ModularSynthPresetBank : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


code: static void ExecuteCreateImpulseResponse ( const struct [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & MenuContext )


code: class FAssetTypeActions_MonoWaveTableSynthPreset : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


code: static void RegisterMenus()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


className: FAudioImpulseResponseExtension

code: class FAudioImpulseResponseExtension


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FSynthesisEditorModule

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


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UAudioImpulseResponseFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, HideCategories=Object) class UAudioImpulseResponseFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

StagedSoundWave

type: TWeakObjectPtr<...


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


className: UModularSynthPresetBankFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, HideCategories=Object) class UModularSynthPresetBankFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


className: UMonoWaveTableSynthPresetFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, HideCategories=Object) class UMonoWaveTableSynthPresetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: USynthesisEditorSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorSettings, defaultconfig, Meta=(DisplayName="Synthesis and DSP Plugin")) class USynthesisEditorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

module: TakeMovieScene

code: static [FTakeMovieSceneModule](API\Plugins\TakeMovieScene\FTakeMovieSceneModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: FTakeMovieSceneModule

description: The public interface to this module

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


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

code: virtual void PostEditImport()


description: Overloaded serializer to ensure that the channel proxy is updated correctly on load and duplicate

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


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


className: UMovieSceneTakeSection

description: A section in a Take track

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UMovieSceneTakeSection : public [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection)

FramesCurve

type: FMovieSceneInte...

description: Frames curve data

HoursCurve

description: Hours curve data

MinutesCurve

description: Minutes curve data

SecondsCurve

description: Seconds curve data

Slate

type: FMovieSceneStri...

description: Slate data

SubFramesCurve

type: FMovieSceneFloa...

description: Subframes curve data


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

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


className: UMovieSceneTakeSettings

description: Universal take recorder settings that apply to a whole take

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorSettings, MinimalAPI) class UMovieSceneTakeSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

FramesName

type: FString

description: Frames Name

HoursName

description: Hours Name

MinutesName

description: Minutes Name

SecondsName

description: Seconds Name

SlateName

description: Slate Name

SubFramesName

description: SubFrames Name


description: Add a section to this track.

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


description:
Can rename this track.
Whether this track can be renamed.

code: virtual bool CanRename() const


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

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


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

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


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


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

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


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

code: virtual bool IsEmpty() const


description: Removes animation data.

code: virtual void RemoveAllAnimationData()


description: Removes a section from this track.

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


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

code: virtual void RemoveSectionAt ( int32 SectionIndex )


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

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


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


className: UMovieSceneTakeTrack

description: Handles manipulation of takes in a movie scene

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UMovieSceneTakeTrack : public [UMovieSceneNameableTrack](API\Runtime\MovieScene\UMovieSceneNameableTrack)


className: FCanReviewLastRecordedLevelSequence

description: Delegate to indicate if it is safe to review the last recorded level sequence.

module: TakeRecorder

code: typedef TBaseDelegate_NoParams< bool > FCanReviewLastRecordedLevelSequence


className: FOnGenerateWidgetExtensions

description: Delegate called to add extensions to the take recorder toolbar. Usage: Bind a handler that adds a widget to the out array parameter.

code: typedef TMulticastDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > & > FOnGenerateWidgetExtensions


className: FOnForceSaveAsPreset

description: Delegate to request preset save. Note this is only a temporary workaround until Concert plugin supports instanced properties.

code: typedef TBaseDelegate_NoParams< void > FOnForceSaveAsPreset


className: FLastRecordedLevelSequenceProvider

description: Delegate to provide last recorded level sequence.

code: typedef TBaseDelegate_OneParam< void, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * > FLastRecordedLevelSequenceProvider


className: FOnExtendSourcesMenu

code: typedef TBaseDelegate_TwoParams< void, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, [UTakeRecorderSources](API\Plugins\TakesCore\UTakeRecorderSources) * > FOnExtendSourcesMenu


className: FOnRecordErrorCheck

description: Usage: Bind a handler that will supply aFTextstring when Take Recorder is in an invalid condition. The text will be displayed the user. If there is no error condition then theFTextstring must be empty.

code: typedef TMulticastDelegate_OneParam< void, [FText](API\Runtime\Core\Internationalization\FText) & > FOnRecordErrorCheck


code: virtual 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 )


description: This is only valid during LoadSequenceFile or LoadActorFile

code: [AActor](API\Runtime\Engine\GameFramework\AActor) GetActorFromGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: FSerializedRecorder

code: class FSerializedRecorder : public [ISerializedRecorder](API\Editor\SerializedRecorderInterface\ISerializedRecorder)


description: Determine whether this drop handler can handle the specified operation

code: bool CanHandleOperation ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation) > InOperation, [UTakeRecorderSources](API\Plugins\TakesCore\UTakeRecorderSources) * Sources )


description: Get all the currently registered drop handlers

code: static [TArray](API\Runtime\Core\Containers\TArray)< [ITakeRecorderDropHandler](API\Plugins\TakeRecorder\ITakeRecorderDropHandler) * > GetDropHandlers()


className: ModularFeatureName

description: The feature name under which all ITakeRecorderDropHandlers should be registered


description: Handle a drag drop operation for the specified sources.

code: void HandleOperation ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation) > InOperation, [UTakeRecorderSources](API\Plugins\TakesCore\UTakeRecorderSources) * Sources )


code: virtual ~ITakeRecorderDropHandler()


className: ITakeRecorderDropHandler

description: Interface registerable throughIModularFeaturesfor extendig drag/drop support for the take recorder sources panel

code: struct ITakeRecorderDropHandler : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Provides the take recorder panel state of review last recording.


className: FOnExternalObjectAddRemoveEvent

description: Delegate called when an external object is registered for the take recorder panel. The boolean parameter indicates if the object was added. It is true if added and false if removed.

code: typedef TMulticastDelegate_TwoParams< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, bool > FOnExternalObjectAddRemoveEvent


description: Get the event notifier when an external object has been added or removed.


description: Get the take external objects registered to the take recorder.

code: [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)<> > & GetExternalObjects()


description: Get the current pending take.

code: [UTakePreset](API\Plugins\TakesCore\UTakePreset) * GetPendingTake() const


description: Get the delegate for providing the current level sequence to the take recorder panel.


description: Get the delegate for reporting any error conditions in recording state.


description: Get the toolbar extension generators. Usage: Bind a handler that adds a widget to the out array parameter.


description: Register a new class default object that should appear on the take recorder panel.

code: void RegisterExternalObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InExternalObject )


description: Register a new class default object that should appear on the take recorder project settings

code: void RegisterSettingsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSettingsObject )


description: Get the delegate for handling saving of preset data.


className: TakeRecorderTabLabel

description: The default label for the take recorder tab

code: static [FText](API\Runtime\Core\Internationalization\FText) TakeRecorderTabLabel = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Take Recorder" ), TEXT( "TakeRecorderModule" ), TEXT( "TakeRecorderTab_Label" ));


description: Register a new extension callback for the 'Add Source' menu

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterSourcesMenuExtension ( const [FOnExtendSourcesMenu](API\Plugins\TakeRecorder\FOnExtendSourcesMenu) & InExtension )


className: TakeRecorderTabName

description: The name under which the take recorder tab is registered and invoked

code: static [FName](API\Runtime\Core\UObject\FName) TakeRecorderTabName = "TakeRecorder";


className: TakesBrowserInstanceName

description: The Takes Browser Content Browser Instance Name

code: static [FName](API\Runtime\Core\UObject\FName) TakesBrowserInstanceName = "TakesBrowser";


className: TakesBrowserTabLabel

description: The default label for the takes browser

code: static [FText](API\Runtime\Core\Internationalization\FText) TakesBrowserTabLabel = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Takes Browser" ), TEXT( "TakeRecorderModule" ), TEXT( "TakesBrowserTab_Label" ));


description: Unregister a new class default object that should appear on the take recorder panel.

code: void UnregisterExternalObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InExternalObject )


description: Unregister a previously registered extension callback for the 'Add Source' menu

code: void UnregisterSourcesMenuExtension ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Handle )


className: ITakeRecorderModule

description: Public module interface for the Take Recorder module

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


className: ETakeRecorderMode

code: enum ETakeRecorderMode { RecordNewSequence, RecordIntoSequence, }


className: ETakeRecorderState

code: enum ETakeRecorderState { CountingDown, PreRecord, TickingAfterPre, Started, Stopped, Cancelled, }


className: TakesBrowserTabName

description: The tab name for the takes browser tab

code: static [FName](API\Runtime\Core\UObject\FName) TakesBrowserTabName = "TakesBrowser";


className: ETakeRecorderPanelMode

code: enum ETakeRecorderPanelMode { NewRecording, RecordingInto, EditingPreset, ReviewingRecording, }


className: FOnStartPlayFrameModified

code: typedef TMulticastDelegate_TwoParams< void, [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) *, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) &StartFrame > FOnStartPlayFrameModified


className: FOnTakeRecorderCancelled

code: class FOnTakeRecorderCancelled


className: FOnTakeRecorderFinished

code: class FOnTakeRecorderFinished


className: FOnTakeRecorderMarkedFrameAdded

code: class FOnTakeRecorderMarkedFrameAdded


className: FOnTakeRecorderPanelChanged

code: class FOnTakeRecorderPanelChanged


className: FOnTakeRecorderPreInitialize

code: class FOnTakeRecorderPreInitialize


className: FOnTakeRecordingCancelled

code: typedef TMulticastDelegate_OneParam< void, [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) * > FOnTakeRecordingCancelled


className: FOnTakeRecorderStarted

code: class FOnTakeRecorderStarted


className: FOnTakeRecorderStopped

code: class FOnTakeRecorderStopped


className: FOnTakeRecordingFinished

code: typedef TMulticastDelegate_OneParam< void, [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) * > FOnTakeRecordingFinished


className: FOnTakeRecordingInitialized

code: typedef TMulticastDelegate_OneParam< void, [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) * > FOnTakeRecordingInitialized


className: FOnTakeRecordingPreInitialize

code: typedef TMulticastDelegate_OneParam< void, [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) * > FOnTakeRecordingPreInitialize


className: FOnTakeRecordingStarted

code: typedef TMulticastDelegate_OneParam< void, [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) * > FOnTakeRecordingStarted


className: FOnTakeRecordingStopped

code: typedef TMulticastDelegate_OneParam< void, [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) * > FOnTakeRecordingStopped


className: FTakeRecorderParameterDelegate

code: typedef TBaseDelegate_OneParam< [FTakeRecorderParameters](API\Plugins\TakeRecorder\Recorder\FTakeRecorderParameters), const [FTakeRecorderParameters](API\Plugins\TakeRecorder\Recorder\FTakeRecorderParameters) & > FTakeRecorderParameterDelegate


code: void RegisterHandler ( [FName](API\Runtime\Core\UObject\FName) OverrideName, [FTakeRecorderParameterDelegate](API\Plugins\TakeRecorder\Recorder\FTakeRecorderParameterDelegate) Delegate )


code: void UnregisterHandler ( [FName](API\Runtime\Core\UObject\FName) OverrideName )


className: FTakeRecorderParameterOverride

code: struct FTakeRecorderParameterOverride

Delegates

type: TMap<FName,FT...


className: FTakeRecorderParameters

description: Structure housing all configurable parameters for a take recorder instance

bDisableRecordingAndSave

description: Option to disable recording and saving of data.

Project

type: FTakeRecorderPr...

StartFrame

type: FFrameNumber

TakeRecorderMode

type: ETakeRecorderMo...

User

type: FTakeRecorderUs...


description: The take asset path, composed of the TakeRootSaveDir and the TakeSaveDir


code: FTakeRecorderProjectParameters()


className: FTakeRecorderProjectParameters

bRecordSourcesIntoSubSequences

description: If enabled, each Source will be recorded into a separate Sequence and embedded in the Root Sequence will link to them via Subscenes track.

bRecordTimecode

description: If enabled, timecode will be recorded into each actor track

bRecordToPossessable

description: If enabled, all recorded actors will be recorded to possessable object bindings in Sequencer.

bShowNotifications

description: Whether to show notification windows or not when recording

bStartAtCurrentTimecode

description: If enabled, track sections will start at the current timecode. Otherwise, 0.

DefaultSlate

description: The default name to use for the Slate information

DefaultTracks

type: TArray<FTakeRe...

description: List of property names for which movie scene tracks will always record.

RecordingClockSource

type: EUpdateClockSou...

description: The clock source to use when recording

RootTakeSaveDir

type: FDirectoryPath

description: The root of the directory in which to save recorded takes.

TakeSaveDir

description: The name of the directory in which to save recorded takes.


code: FTakeRecorderUserParameters()


className: FTakeRecorderUserParameters

bAutoLock

type: bool

description: Whether to lock the level sequence when done recording

bAutoSerialize

description: Whether to incrementally serialize and store some data while recording

bMaximizeViewport

description: Whether to maximize the viewport (enter Immersive Mode) when recording

bRemoveRedundantTracks

description: Recommended for use with recorded spawnables.

bResetPlayhead

description: Reset playhead to beginning of the playback range when starting recording

bSaveRecordedAssets

description: Whether to save recorded level sequences and assets when done recording

bStopAtPlaybackEnd

description: Automatically stop recording when reaching the end of the playback range

CountdownSeconds

type: float

description: Delay that we will use before starting recording

EngineTimeDilation

description: The engine time dilation to apply during the recording

ReduceKeysTolerance

description: Tolerance to use when reducing keys


description: Called to cancel the recording

code: void Cancel()


description: Retrieve the currently active take recorder instance

code: static [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) * GetActiveRecorder()


description: Access the number of seconds remaining before this recording will start

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") float GetCountdownSeconds() const


description: Access the sequence asset that this recorder is recording into

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetSequence() const


description: Get the current state of this recorder

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") [ETakeRecorderState](API\Plugins\TakeRecorder\Recorder\ETakeRecorderState) GetState() const


description:
Initialize a new recording with the specified parameters. Fails if another recording is currently in progress.
True if the recording process was successfully initialized, false otherwise

code: bool Initialize ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequenceBase, [UTakeRecorderSources](API\Plugins\TakesCore\UTakeRecorderSources) * Sources, [UTakeMetaData](API\Plugins\TakesCore\UTakeMetaData) * MetaData, const [FTakeRecorderParameters](API\Plugins\TakeRecorder\Recorder\FTakeRecorderParameters) & InParameters, [FText](API\Runtime\Core\Internationalization\FText) * OutError )


description: Retrieve a multi-cast delegate that is triggered when this recording is cancelled


description: Retrieve a multi-cast delegate that is triggered when a new recording begins


description: Retrieve a multi-cast delegate that is triggered when this recording finishes


className: OnRecordingInitializedEvent

description: Event to trigger when a new recording is initialized


description: Retrieve a multi-cast delegate that is triggered when this recording starts


description: Retrieve a multi-cast delegate that is triggered before initialization occurs (ie. when the recording button is pressed and before the countdown starts)


description: Retrieve a multi-cast delegate that is triggered when this recording is stopped


description: Retrieve a multi-cast delegate that is triggered when a delta time has been applied to the Movie Scene


description: Disable saving data on tick event. This make the TakeRecord a no-op.

code: void SetDisableSaveTick ( bool )


description: Called to stop the recording

code: void Stop()


description: On take initialization overrides provide a mechanism to adjust parameter values when a new take is initialized.


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


className: UTakeRecorder

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UTakeRecorder : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Cancel recording if there is a recorder currently active

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void CancelRecording()


description: Retrieve the currently active recorder, or None if there none are active

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Take Recorder") static [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) * GetActiveRecorder()


description: Get the default recorder parameters according to the project and user settings


description: Get the currently open take recorder panel, if one is open

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Take Recorder") static [UTakeRecorderPanel](API\Plugins\TakeRecorder\Recorder\UTakeRecorderPanel) * GetTakeRecorderPanel()


description: Check whether a recording is currently active

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Take Recorder") static bool IsRecording()


description: Is the Take Recorder enabled in the build

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Take Recorder") static bool IsTakeRecorderEnabled()


code: static void OnTakeRecorderCancelled()


code: static void OnTakeRecorderMarkedFrameAdded ( const [FMovieSceneMarkedFrame](API\Runtime\MovieScene\FMovieSceneMarkedFrame) & InMarkedFrame )


code: static void OnTakeRecorderFinished ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequenceAsset )


code: static void OnTakeRecorderStarted()


code: static void OnTakeRecorderStopped()


description: Get the currently open take recorder panel, if one is open, opening a new one if not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static [UTakeRecorderPanel](API\Plugins\TakeRecorder\Recorder\UTakeRecorderPanel) * OpenTakeRecorderPanel()


description: Set the default recorder parameters

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void SetDefaultParameters ( const [FTakeRecorderParameters](API\Plugins\TakeRecorder\Recorder\FTakeRecorderParameters) & DefaultParameters )


description: Called when a Take Panel is constructed or destroyed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder", Meta=(DisplayName="Set On Take Recorder Panel Changed")) static void SetOnTakeRecorderPanelChanged ( [FOnTakeRecorderPanelChanged](API\Plugins\TakeRecorder\Recorder\FOnTakeRecorderPanelChanged) OnTakeRecorderPanelChanged )


description: Called before initialization occurs (ie. when the recording button is pressed and before the countdown starts)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void SetOnTakeRecorderPreInitialize ( [FOnTakeRecorderPreInitialize](API\Plugins\TakeRecorder\Recorder\FOnTakeRecorderPreInitialize) OnTakeRecorderPreInitialize )


description: Called when take recording starts.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void SetOnTakeRecorderStarted ( [FOnTakeRecorderStarted](API\Plugins\TakeRecorder\Recorder\FOnTakeRecorderStarted) OnTakeRecorderStarted )


description: Called when take recording is stopped.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void SetOnTakeRecorderStopped ( [FOnTakeRecorderStopped](API\Plugins\TakeRecorder\Recorder\FOnTakeRecorderStopped) OnTakeRecorderStopped )


description: Called when take recording finishes.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void SetOnTakeRecorderFinished ( [FOnTakeRecorderFinished](API\Plugins\TakeRecorder\Recorder\FOnTakeRecorderFinished) OnTakeRecorderFinished )


description: Called when take recording is cancelled.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void SetOnTakeRecorderCancelled ( [FOnTakeRecorderCancelled](API\Plugins\TakeRecorder\Recorder\FOnTakeRecorderCancelled) OnTakeRecorderCancelled )


description: Called when a marked frame is added.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void SetOnTakeRecorderMarkedFrameAdded ( [FOnTakeRecorderMarkedFrameAdded](API\Plugins\TakeRecorder\Recorder\FOnTakeRecorderMarkedFrameAdded) OnTakeRecorderMarkedFrameAdded )


description: Internal function to assign a new take recorder panel singleton. NOTE: Only to be called by STakeRecorderTabContent::Construct.

code: static void SetTakeRecorderPanel ( [UTakeRecorderPanel](API\Plugins\TakeRecorder\Recorder\UTakeRecorderPanel) * InNewPanel )


description: Stop recording if there is a recorder currently active

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void StopRecording()


description:
Start a new recording using the specified parameters. Will fail if a recording is currently in progress
The recorder responsible for the recording, or None if a a recording could not be started

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) * StartRecording ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UTakeRecorderSources](API\Plugins\TakesCore\UTakeRecorderSources) * Sources, [UTakeMetaData](API\Plugins\TakesCore\UTakeMetaData) * MetaData, const [FTakeRecorderParameters](API\Plugins\TakeRecorder\Recorder\FTakeRecorderParameters) & Parameters )


className: UTakeRecorderBlueprintLibrary


description: Clear the pending take level sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel", DisplayName="Clear Pending Take") void ClearPendingTake()


description: Whether the panel is ready to start recording

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel") bool CanStartRecording ( [FText](API\Runtime\Core\Internationalization\FText) & OutErrorText ) const


description: Invalidate this object by reporting that it is no longer open. Any subsequent scripting interactions will result in an error

code: void ClosePanel()


description: Access the frame rate for this take

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel") [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetFrameRate() const


description: Access the level sequence for this take

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel") [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetLevelSequence() const


description: Get the mode that the panel is currently in


description: Access the last level sequence that was recorded

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel") [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetLastRecordedLevelSequence() const


description: Access take meta data for this take

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel") [UTakeMetaData](API\Plugins\TakesCore\UTakeMetaData) * GetTakeMetaData() const


description: Access the sources that are to be (or were) used for recording this take

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel") [UTakeRecorderSources](API\Plugins\TakesCore\UTakeRecorderSources) * GetSources() const


description: Initialize this object with a weak pointer to the tab content from which all the UI state can be retrieved

code: void InitializePanel ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< STakeRecorderTabContent > InTabContent )


description: Check whether this panel is still open or not

code: bool IsPanelOpen() const


description: Deprecated* Please use ClearPendingTake instead

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel", DisplayName="New Take", Meta=(DeprecatedFunction, DeprecationMessage="Please use ClearPendingTake instead")) void NewTake()


description: Set the frame rate for this take

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel") void SetFrameRate ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) InFrameRate )


description: Setup this panel as an editor for the specified take preset asset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel", DisplayName="Set Mode (Editing Take Preset)") void SetupForEditing ( [UTakePreset](API\Plugins\TakesCore\UTakePreset) * TakePreset )


description: Set if the frame rate is set from the Timecode frame rate

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel") void SetFrameRateFromTimecode ( bool bInFromTimecode )


description: Setup this panel such that it is ready to start recording using the specified level sequence asset as a template for the recording.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel", DisplayName="Set Mode (Recording w/ Level Sequence)") void SetupForRecording_LevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequenceAsset )


description: Setup this panel such that it is ready to start recording using the specified level sequence asset to record into.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel", DisplayName="Set Mode (Recording into Level Sequence)") void SetupForRecordingInto_LevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequenceAsset )


description: Setup this panel such that it is ready to start recording using the specified take preset as a template for the recording.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel", DisplayName="Set Mode (Recording w/ Take Preset)") void SetupForRecording_TakePreset ( [UTakePreset](API\Plugins\TakesCore\UTakePreset) * TakePresetAsset )


description: Setup this panel as a viewer for a previously recorded take.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel", DisplayName="Set Mode (Read-Only Level Sequence)") void SetupForViewing ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequenceAsset )


description: Start recording with the current take

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel") void StartRecording() const


description: Stop recording with the current take

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder|Panel") void StopRecording() const


className: UTakeRecorderPanel

description: Take recorder UI panel interop object

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTakeRecorderPanel : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Set the recorder that this overlay is reflecting

code: void SetRecorder ( [UTakeRecorder](API\Plugins\TakeRecorder\Recorder\UTakeRecorder) * InRecorder )


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


className: UTakeRecorderOverlayWidget

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType) class UTakeRecorderOverlayWidget : public [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget)

Recorder

type: TObjectPtr<UTa...

description: The recorder that this overlay is reflecting


code: UTakeRecorderProjectSettings()


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

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


className: UTakeRecorderProjectSettings

description: Universal take recorder settings that apply to a whole take

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorSettings, MinimalAPI) class UTakeRecorderProjectSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AdditionalSettings

type: TArray<TWeakOb...

description: Array of externally supplied CDOs that should be displayed on the take recorder project settings


className: UTakeRecorderUserSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorPerProjectUserSettings, MinimalAPI) class UTakeRecorderUserSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bIsSequenceOpen

description: Whether the sequence editor is open for the take recorder

LastOpenedPreset

type: TSoftObjectPtr<...

description: Soft reference to the preset last opened on the take recording UI

PresetSaveDir

description: The default location in which to save take presets

Settings

description: User settings that should be passed to a recorder instance


module: TakesCore

code: FActorRecordedProperty ( const [FName](API\Runtime\Core\UObject\FName) & InName, const bool bInEnabled, const [FText](API\Runtime\Core\Internationalization\FText) & InRecorderName )


className: FActorRecordedProperty

PropertyName

type: FName

RecorderName

type: FText


className: FAudioInputDeviceChannelProperty

description: This class is used by Microphone sources to track the currently selected channel. It aslo contains a local cache of the max channel count for the currently selected audio device.

AudioInputDeviceChannel

description: The currently selected channel from the details panel for this source


code: FAudioInputDeviceInfoProperty()


code: FAudioInputDeviceInfoProperty ( const [FString](API\Runtime\Core\Containers\FString) & InDeviceName, const [FString](API\Runtime\Core\Containers\FString) & InDeviceId, int32 InChannelCount, int32 InSampleRate, bool bInIsDefaultDevice )


className: FAudioInputDeviceInfoProperty

description: Encapsulates audio device properties which are utilized by UI facing classes such asFAudioInputDeviceProperty.

bIsDefaultDevice

description: Boolean indicating if this device is the currently the system selected input device

DeviceId

description: The unique id used to identify the device

DeviceName

description: User friendly name of the audio device

InputChannels

description: The number input channels this device supports

PreferredSampleRate

description: The preferred sample rate for this audio device


className: MaxInputChannelCount

description: The maximum number input channels currently supported

code: static constexpr int32 MaxInputChannelCount = 8;


className: FAudioInputDeviceProperty

description: Encapsulates the array of audio input devices which is populated by UTakeRecorderMicrophoneAudioManager and utilized by the audio input device list in FAudioInputDevicePropertyCustomization.

AudioInputBufferSize

description: The desired buffer size used for audio callbacks during record

bUseSystemDefaultAudioDevice

description: Boolean indicating if the system selects audio device should be used or to use the selected device from the details panel

DeviceId

description: The unique id of the currently selected audio device

DeviceInfoArray

type: TArray<FAudioI...

description: Holds device information for each of the audio devices available on this system.


className: FOnAudioInputDeviceChanged

code: typedef TMulticastDelegate_NoParams< void > FOnAudioInputDeviceChanged


className: FTakeRecorderSourcesSettings

code: struct FTakeRecorderSourcesSettings


description: You should consider calling MarkPackageDirty() on the returned asset if you further modify it, and you shouldstill notify theFAssetRegistryModulethat the asset was created after this by callingFAssetRegistryModule::AssetCreatedTrue if the asset was created successfully, false if there was an error.

code: namespace TakesUtils { template<typename AssetType> static bool TakesUtils::CreateNewAssetPackage ( [FString](API\Runtime\Core\Containers\FString) & InPackageName, AssetType *& OutAsset, [FText](API\Runtime\Core\Internationalization\FText) * OutError, AssetType * OptionalBase ) }


code: namespace TakesUtils { template<typename AssetType> static bool TakesUtils::CreateNewAssetPackage ( [FString](API\Runtime\Core\Containers\FString) & InPackageName, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< AssetType > & OutAsset, [FText](API\Runtime\Core\Internationalization\FText) * OutError, AssetType * OptionalBase ) }


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


code: Cache & operator&43;&61; &40; const Cache & InOther &41;


className: Cache

code: struct Cache

Components

description: The number of components that belong to the target actor that we are recording.

Properties

description: The number of properties (both on actor + components) that we are recording.


description: Return the number of properties and components participating in recording.


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

code: virtual void PostEditUndo()


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

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


description: Visit all properties recursively and cache the record state.

code: void UpdateCachedValues()


className: UActorRecorderPropertyMap

description: This represents a list of all possible properties and components on an actor which can be recorded by the Actor Recorder and whether or not the user wishes to record them. If you wish to expose a property to be recorded it needs to be marked as "Interp" (C++) or "Expose to Cinematics" in Blueprints.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UActorRecorderPropertyMap : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Children

type: TArray<TObject...

type: TArray<FActorR...

description: Represents properties exposed to Cinematics that can possibly be recorded.


description: The asset registry tag that contains the user-description for this meta-data

code: static const [FName](API\Runtime\Core\UObject\FName) AssetRegistryTag_Description = "TakeMetaData_Description";


description: The asset registry tag that contains the slate for this meta-data

code: static const [FName](API\Runtime\Core\UObject\FName) AssetRegistryTag_Slate = "TakeMetaData_Slate";


description: The asset registry tag that contains the level-path for this meta-data

code: static const [FName](API\Runtime\Core\UObject\FName) AssetRegistryTag_LevelPath = "TakeMetaData_LevelPath";


description: The asset registry tag that contains the take number for this meta-data

code: static const [FName](API\Runtime\Core\UObject\FName) AssetRegistryTag_TakeNumber = "TakeMetaData_TakeNumber";


description: The asset registry tag that contains the timecode out for this meta-data

code: static const [FName](API\Runtime\Core\UObject\FName) AssetRegistryTag_TimecodeOut = "TakeMetaData_TimecodeOut";


description: The asset registry tag that contains the timecode in for this meta-data

code: static const [FName](API\Runtime\Core\UObject\FName) AssetRegistryTag_TimecodeIn = "TakeMetaData_TimecodeIn";


description: The asset registry tag that contains the timestamp for this meta-data

code: static const [FName](API\Runtime\Core\UObject\FName) AssetRegistryTag_Timestamp = "TakeMetaData_Timestamp";


description: Create a new meta-data object from the project defaults

code: static [UTakeMetaData](API\Plugins\TakesCore\UTakeMetaData) * CreateFromDefaults ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FName](API\Runtime\Core\UObject\FName) Name )


description: Extend the defaultULevelSequenceasset registry tag meta-data

code: virtual void ExtendAssetRegistryTagMetaData ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FAssetRegistryTagMetadata](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTagMetadata) > & OutMetadata ) const


description: Extend the defaultULevelSequenceasset registry tags

code: virtual void ExtendAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Generate the desired asset path for this take meta-data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") [FString](API\Runtime\Core\Containers\FString) GenerateAssetPath ( const [FString](API\Runtime\Core\Containers\FString) & PathFormatString ) const


description: Access the global config instance that houses default settings for take meta data for a given project

code: static [UTakeMetaData](API\Plugins\TakesCore\UTakeMetaData) * GetConfigInstance()


description: The user-provided description for this take


description: The duration for this take


description: The frame-rate for this take


description: Get if we get frame rate from time code

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") bool GetFrameRateFromTimecode() const


description: The Map used to create this recording

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") [ULevel](API\Runtime\Engine\Engine\ULevel) * GetLevelOrigin() const


description: The AssetPath of the Level used to create a Recorded Level Sequence


description: The preset on which the take was originally based

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") [UTakePreset](API\Plugins\TakesCore\UTakePreset) * GetPresetOrigin() const


description: The slate for this take

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") const [FString](API\Runtime\Core\Containers\FString) & GetSlate() const


description: The timecode out for this take


description: The timecode in for this take


description: The take number for this take

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") int32 GetTakeNumber() const


description: The timestamp for this take


description: Check whether this take is locked

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") bool IsLocked() const


description: Lock this take, causing it to become read-only

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void Lock()


description: Check if this take was recorded (as opposed to being setup for recording)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") bool Recorded() const


description: Only valid for takes that have not been locked

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetDescription ( [FString](API\Runtime\Core\Containers\FString) InDescription )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetDuration ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) InDuration )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetFrameRate ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) InFrameRate )


description: Set if we get frame rate from time code

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetFrameRateFromTimecode ( bool InFromTimecode )


description: Set the map used to create this recording

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetLevelOrigin ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevelOrigin )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetPresetOrigin ( [UTakePreset](API\Plugins\TakesCore\UTakePreset) * InPresetOrigin )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetSlate ( [FString](API\Runtime\Core\Containers\FString) InSlate, bool bEmitChanged )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetTakeNumber ( int32 InTakeNumber, bool bEmitChanged )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetTimecodeIn ( [FTimecode](API\Runtime\Core\Misc\FTimecode) InTimecodeIn )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetTimecodeOut ( [FTimecode](API\Runtime\Core\Misc\FTimecode) InTimecodeOut )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void SetTimestamp ( [FDateTime](API\Runtime\Core\Misc\FDateTime) InTimestamp )


description: Unlock this take if it is read-only, allowing it to be modified once again

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take") void Unlock()


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


description: Bind onto an event that is triggered when this preset's level sequence has been changed

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddOnLevelSequenceChanged ( const FSimpleDelegate & InHandler )


className: UTakeMetaData

description: Take meta-data that is stored onULevelSequenceassets that are recorded through the Take Recorder. Meta-data is retrieved throughULevelSequence::FindMetaData()

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorSettings, PerObjectConfig, BlueprintType) class UTakeMetaData : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IMovieSceneMetaDataInterface](API\Runtime\MovieScene\IMovieSceneMetaDataInterface)


description: Allocate the transient preset used by the take recorder.

code: static [UTakePreset](API\Plugins\TakesCore\UTakePreset) * AllocateTransientPreset ( [UTakePreset](API\Plugins\TakesCore\UTakePreset) * TemplatePreset )


description: Copy the specified template preset into this instance. Copies the level sequence and all its recording meta-data.

code: void CopyFrom ( [UTakePreset](API\Plugins\TakesCore\UTakePreset) * TemplatePreset )


description: Copy the specified level-sequence into this instance. Copies the level sequence and all its recording meta-data.

code: void CopyFrom ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * TemplateLevelSequence )


description: Forcibly re-create this preset's level sequence template, even if one already exists

code: void CreateLevelSequence()


description: Get this preset's level sequence that is used as a template for a new take recording

code: [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetLevelSequence() const


description: Retrieve this preset's level sequence template, creating one if necessary


description: Remove a previously bound handler for the event that is triggered when this preset's level sequence has been changed

code: void RemoveOnLevelSequenceChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) DelegateHandle )


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


className: UTakePreset

description: Take preset that is stored as an asset comprising aULevelSequence, and a set of actor recording sources

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UTakePreset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Subclasses can override this to enumerate audio devices

code: virtual void EnumerateAudioDevices ( bool InForceRefresh )


description: Returns the channel count for the currently selected audio device

code: virtual int32 GetDeviceChannelCount()


description: Accessor for the OnAudioInputDeviceChanged delegate list


className: UTakeRecorderAudioInputSettings

description: Provides access to the UI code for registering OnAudioInputDeviceChanged delegates.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, BlueprintType) class UTakeRecorderAudioInputSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: If you are not recording into a sub-sequence then this will be called after PreRecording is called and will specify the folder that this Source should add itself to. This will not be called if you are recording into a sub-sequence as recorded data should be placed in the root of the sub-sequence in that case.

code: virtual void AddContentsToFolder ( class [UMovieSceneFolder](API\Runtime\MovieScene\UMovieSceneFolder) * InFolder )


description: Whether this source can be added (some sources should only exist once)

code: virtual bool CanAddSource ( [UTakeRecorderSources](API\Plugins\TakesCore\UTakeRecorderSources) * InSources ) const


description: This is called on all sources after post recording. There should not be any dependencies between sources at this point.

code: virtual void FinalizeRecording()


description:
This allows a Source to return an array of dynamically spawned settings objects for that source. These will be shown in the UI as a separate category when the source is Selected.
A an array of additional objects to be shown in the UI. Can be an empty list if no additional settings objects are needed.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetAdditionalSettingsObjects() const


description: Get the optional category text to display on the Take Recorder source list for this source


description: A very brief text summary of what is going to be recorded for this source


description: Get the icon to display on the Take Recorder source list for this source

code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetDisplayIcon() const


description: Get the text to display on the Take Recorder source list for this source


description: When recorded to a Subscenes track, what should the sub level sequence asset name be?Bydefault, returns the name of the track

code: virtual [FString](API\Runtime\Core\Containers\FString) GetSubsceneAssetName ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence ) const


description: When recorded to a Subscenes track, what should the subscene track name of the Section be?

code: virtual [FString](API\Runtime\Core\Containers\FString) GetSubsceneTrackName ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence ) const


description: If the source is Valid and ready to be recorded. Tells the Take Recorder that it's really going to record. Note that PreRecord/StartRecord may still get called on the source even if not Valid. This is used mainly so we only Start Recording if we have more than one Valid Source.

code: virtual bool IsValid() const


description: Gives the Source object an opportunity to perform additional initialization outside of the constructor. This can be necessary when needing to perform additional initialization that should not occur if/when the object is duplicated (as is the case when all sources are duplicated prior to each record pass).

code: virtual void Initialize()


description:
Will not be called if this recording source is not enabled.
An array of take recorder sources to be removed. Likely to match the same list as PreRecording. Can be an empty list if no additional sources are required by this source.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UTakeRecorderSource](API\Plugins\TakesCore\UTakeRecorderSource) * > PostRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InRootSequence, const bool bCancelled )


description:
Will not be called if this recording source is not enabled.
An array of newly created take recorder sources. Can be an empty list if no additional sources needed to be created by this source.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UTakeRecorderSource](API\Plugins\TakesCore\UTakeRecorderSource) * > PreRecording ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) InSequenceID, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InRootSequence, FManifestSerializer * InManifestSerializer )


description: This is called when theUTakeRecorderSourcesstarts a recording, after all sources have had PreRecording called on them. Implementations should avoid blocking on this call (instead place that in PreRecording) so that the sources all get StartRecording called on them as close to possible as one another. This is useful for any source that relies on platform time (or other time sources) so that a source does not spend a long time being initialized and causing different sources to record drastically different times.

code: virtual void StartRecording ( const [FTimecode](API\Runtime\Core\Misc\FTimecode) & InSectionStartTimecode, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InSectionFirstFrame, class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence )


description: Will not be called if this recording source is not enabled.

code: virtual void StopRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence )


description: Supports recording into subscenes

code: virtual bool SupportsSubscenes() const


description: Whether or the source can be referenced via take number

code: virtual bool SupportsTakeNumber() const


code: virtual void TickRecording ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & CurrentSequenceTime )


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


className: UTakeRecorderSource

description: Sources should reset their state before recording as there is not a guarantee that the object will be newly created for each recording.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, BlueprintType) class UTakeRecorderSource : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bEnabled

description: True if this source is cued for recording or not

TrackTint

type: FColor


description:
Add a new source to this source list of the templated type
An instance of the templated type

code: template<typename SourceType> SourceType * AddSource()


description:
Add a new source to this source list of the templated type
An instance of the specified source type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder", Meta=(DeterminesOutputType="InSourceType")) [UTakeRecorderSource](API\Plugins\TakesCore\UTakeRecorderSource) * AddSource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UTakeRecorderSource](API\Plugins\TakesCore\UTakeRecorderSource) > InSourceType )


description:
Moves time forward by given DeltaTime
Current Frame Number

code: [FFrameTime](API\Runtime\Core\Misc\FFrameTime) AdvanceTime ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & CurrentFrameTime, float DeltaTime )


description:
Bind a callback for when this source list changes
A handle to this specific binding that should be passed to UnbindSourcesChanged

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) BindSourcesChanged ( const FSimpleDelegate & Handler )


description: Static functions used by other parts of the take systemCreates a sub-sequence asset for the specified sub sequence name based on the given root sequence.

code: static [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * CreateSubSequenceForSource ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InRootSequence, const [FString](API\Runtime\Core\Containers\FString) & SubSequenceTrackName, const [FString](API\Runtime\Core\Containers\FString) & SubSequenceAssetName )


className: FOnSourcesChanged

description: A list of handlers to invoke when the sources list changes

code: typedef TMulticastDelegate_NoParams< void > FOnSourcesChanged


description: Sources settings from the user and project parameters


description: Access all the sources stored in this list

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UTakeRecorderSource](API\Plugins\TakesCore\UTakeRecorderSource) *const > GetSources() const


description: Retrieves a copy of the list of sources that are being recorded. This is intended for Blueprint usages which cannot useTArrayView. DO NOT MODIFY THIS ARRAY, modifications will be lost.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, DisplayName="Get Sources (Copy)", Category="Take Recorder") [TArray](API\Runtime\Core\Containers\TArray)< [UTakeRecorderSource](API\Plugins\TakesCore\UTakeRecorderSource) * > GetSourcesCopy() const


description: This field is not serialized, and not copied along withUObjectduplication.

code: uint32 GetSourcesSerialNumber() const


className: RecordedTimes

description: Array of pairs - key time and the corresponding timecode

code: static [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime), [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) > > RecordedTimes;


description: Pre recording pass

code: void PreRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & InCurrentFrameTime, FManifestSerializer * InManifestSerializer )


description: Cache assets needed for sequencer.

code: void SetCachedAssets ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, FManifestSerializer * InManifestSerializer )


description: Remove the specified source from this list

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") void RemoveSource ( [UTakeRecorderSource](API\Plugins\TakesCore\UTakeRecorderSource) * InSource )


description: Start recording pass

code: void StartRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & InCurrentFrameTime, FManifestSerializer * InManifestSerializer )


code: void SetSettings ( [FTakeRecorderSourcesSettings](API\Plugins\TakesCore\FTakeRecorderSourcesSettings) & InSettings )


description: Calls the recording initialization flows on each of the specified sources.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") void StartRecordingSource ( [TArray](API\Runtime\Core\Containers\TArray)< [UTakeRecorderSource](API\Plugins\TakesCore\UTakeRecorderSource) * > InSources, const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & CurrentFrameTime )


description: Deprecated* StartRecordingSource withFTimecodehas been deprecated, please use StartRecordingSource withFQualifiedFrameTime

code: void StartRecordingSource ( [TArray](API\Runtime\Core\Containers\TArray)< [UTakeRecorderSource](API\Plugins\TakesCore\UTakeRecorderSource) * > InSources, const [FTimecode](API\Runtime\Core\Misc\FTimecode) & CurrentTimecode )


description:
Tick recording pass
Current Frame Number we are recording at.

code: [FFrameTime](API\Runtime\Core\Misc\FFrameTime) TickRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & CurrentFrameTime, float DeltaTime )


description: Stop recording pass

code: void StopRecording ( class [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, const bool bCancelled )


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


description: Unbind a previously bound handler for when this source list changes

code: void UnbindSourcesChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Handle )