description:
Get all sources that can be displayed in the UI's source list.
the list of displayable sources.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > GetDisplayableSources ( bool bIncludeVirtualSources ) const


description: Deprecated*FLiveLinkClient::GetEntryStatusForEntryis deprecated. Please use GetSourceStatus instead!

module: LiveLink

code: [FText](API\Runtime\Core\Internationalization\FText) GetEntryStatusForEntry ( [FGuid](API\Runtime\Core\Misc\FGuid) EntryGuid ) const


description: Deprecated*FLiveLinkClient::GetMachineNameForEntryis deprecated. Please use GetSourceMachineName instead!

code: [FText](API\Runtime\Core\Internationalization\FText) GetMachineNameForEntry ( [FGuid](API\Runtime\Core\Misc\FGuid) EntryGuid ) const


description: Function that are now deprecated

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & GetSourceEntries() const


code: [FText](API\Runtime\Core\Internationalization\FText) GetSourceMachineName ( [FGuid](API\Runtime\Core\Misc\FGuid) EntryGuid ) const


description: Get the source preset from the live link client. The settings will be duplicated into DuplicatedObjectOuter.

code: virtual [FLiveLinkSourcePreset](API\Runtime\LiveLinkInterface\FLiveLinkSourcePreset) GetSourcePreset ( [FGuid](API\Runtime\Core\Misc\FGuid) SourceGuid, [UObject](API\Runtime\CoreUObject\UObject\UObject) * DuplicatedObjectOuter ) const


description: Get the Settings of this source.

code: virtual [ULiveLinkSourceSettings](API\Runtime\LiveLinkInterface\ULiveLinkSourceSettings) * GetSourceSettings ( const [FGuid](API\Runtime\Core\Misc\FGuid) & SourceKey ) const


description:
Get a list of all the sources
the list of sources.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > GetSources ( bool bEvenIfPendingKill ) const


code: [FText](API\Runtime\Core\Internationalization\FText) GetSourceStatus ( [FGuid](API\Runtime\Core\Misc\FGuid) EntryGuid ) const


description: Get the type of a source

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceType ( [FGuid](API\Runtime\Core\Misc\FGuid) SourceGuid ) const


description: Deprecated*FLiveLinkClient::GetSourceTypeForEntryis deprecated. Please use GetSourceType instead!

code: [FText](API\Runtime\Core\Internationalization\FText) GetSourceTypeForEntry ( [FGuid](API\Runtime\Core\Misc\FGuid) EntryGuid ) const


code: virtual [FLiveLinkSkeletonStaticData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkSkeletonStaticData) * GetSubjectAnimationStaticData_Deprecation ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey )


description: Use for debugging purposes.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkTime](API\Runtime\LiveLinkInterface\FLiveLinkTime) > GetSubjectFrameTimes ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey ) const


description: Use for debugging purposes.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkTime](API\Runtime\LiveLinkInterface\FLiveLinkTime) > GetSubjectFrameTimes ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName ) const


description: Get the subject preset from the live link client. The settings will be duplicated into DuplicatedObjectOuter.

code: virtual [FLiveLinkSubjectPreset](API\Runtime\LiveLinkInterface\FLiveLinkSubjectPreset) GetSubjectPreset ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, [UObject](API\Runtime\CoreUObject\UObject\UObject) * DuplicatedObjectOuter ) const


description: Get the role of a subject from a specific source

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetSubjectRole_AnyThread ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey ) const


description: Get the role of the subject with this name

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetSubjectRole_AnyThread ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName ) const


description: Get a list of all subjects

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) > GetSubjects ( bool bIncludeDisabledSubject, bool bIncludeVirtualSubject ) const


description: If subject is a VirtualSubject, the VirtualSubject itself is returned.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetSubjectSettings ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey ) const


description: Get a list of name of subjects supporting a certain role

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) > GetSubjectsSupportingRole ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > SupportedRole, bool bIncludeDisabledSubject, bool bIncludeVirtualSubject ) const


code: [FLiveLinkSubjectTimeSyncData](API\Plugins\LiveLink\FLiveLinkSubjectTimeSyncData) GetTimeSyncData ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName )


description:
Get a list of all the VirtualSubjects sources
the list of sources.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > GetVirtualSources ( bool bEvenIfPendingKill ) const


description: Is the source been added

code: virtual bool HasSourceBeenAdded ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource) > Source ) const


code: bool IsSourceStillValid ( [FGuid](API\Runtime\Core\Misc\FGuid) EntryGuid ) const


description: Whether or not a subject from the specific source is the enabled subject. Only 1 subject with the same name can be enabled. At the start of the frame, a snapshot of the enabled subjects will be made. That snapshot dictate which subject will be used for the duration of that frame.

code: virtual bool IsSubjectEnabled ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, bool bForThisFrame ) const


description: Whether or not the client has a subject with this name enabled Only 1 subject with the same name can be enabled. At the start of the frame, a snapshot of the enabled subjects will be made. That snapshot dictate which subject will be used for the duration of that frame.

code: virtual bool IsSubjectEnabled ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName ) const


description: Whether or not the subject's data, from a specific source, is time synchronized or not

code: virtual bool IsSubjectTimeSynchronized ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey ) const


description: Whether or not the subject's data is time synchronized or not

code: virtual bool IsSubjectTimeSynchronized ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName ) const


description: Whether or not the client has a subject with this name that is valid and has valid snapshot data

code: virtual bool IsSubjectValid ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName ) const


description: Whether or not a subject from a specific source is valid and has valid snapshot data

code: virtual bool IsSubjectValid ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey ) const


description: Notify when a new source has been added


description: Whether the subject key points to a virtual subject

code: virtual bool IsVirtualSubject ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey ) const


description: Notify when a source has been removed


description: Notify when the list of sources has changed.

code: virtual FSimpleMulticastDelegate & OnLiveLinkSourcesChanged()


description: Notify when a new subject has been added


description: Notify the debug interface when a subject has been evaluated. Only available in editor and used for debugging purpose.

code: virtual FOnLiveLinkSubjectEvaluated & OnLiveLinkSubjectEvaluated()


description: Notify when a subject has been removed


description: Notify when the LiveLinkClient has ticked.

code: virtual FSimpleMulticastDelegate & OnLiveLinkTicked()


description: Notify when the list of subject has changed.

code: virtual FSimpleMulticastDelegate & OnLiveLinkSubjectsChanged()


description: Callback when property changed for one of the source settings

code: void OnPropertyChanged ( [FGuid](API\Runtime\Core\Misc\FGuid) EntryGuid, const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Push frame data for a specific subject for a certain role

code: virtual void PushSubjectFrameData_AnyThread ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, FLiveLinkFrameDataStruct && FrameData )


description: Push static data for a specific subject for a certain role. This will clear all buffered frames

code: virtual void PushSubjectStaticData_AnyThread ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > Role, FLiveLinkStaticDataStruct && StaticData )


description: Register for when a frame data was received. This will be called as soon as it is received. It has not been validated or added. The frame is not ready to be used. The callback may be call on any thread.

code: virtual void RegisterForFrameDataReceived ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & InSubjectKey, const FOnLiveLinkSubjectStaticDataReceived::FDelegate & OnStaticDataReceived_AnyThread, const FOnLiveLinkSubjectFrameDataReceived::FDelegate & OnFrameDataReceived_AnyThread, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & OutStaticDataReceivedHandle, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & OutFrameDataReceivedHandleconst )


description:
Register for when a frame has been validated, added and ready to be used. If provided, OutStaticData may be invalid if the Subject has not received Static Data, or if the static data has not been processed yet.
True if the subject was found and the delegates were registered. False otherwise.

code: virtual bool RegisterForSubjectFrames ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, const FOnLiveLinkSubjectStaticDataAdded::FDelegate & OnStaticDataAdded, const FOnLiveLinkSubjectFrameDataAdded::FDelegate & OnFrameDataAddedd, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & OutStaticDataAddedHandle, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & OutFrameDataAddeddHandle, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > & OutSubjectRole, FLiveLinkStaticDataStruct * OutStaticData )


description: Deprecated*FLiveLinkClient::OnLiveLinkSourcesChangedis deprecated. Please use OnLiveLinkSourceAdded instead!

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterSourcesChangedHandle ( const FSimpleMulticastDelegate::FDelegate & SourcesChanged )


description: Call initialize again on an existing virtual subject. Used for when a Blueprint Virtual Subject is compiled

code: void ReinitializeVirtualSubject ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey )


code: virtual void ReleaseLock_Deprecation()


description: Remove the specified source from the live link client

code: virtual void RemoveSource ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource) > Source )


description: Remove the source specified by the source Id from the live link client

code: virtual void RemoveSource ( [FGuid](API\Runtime\Core\Misc\FGuid) SourceGuid )


description: Removes a virtual subject from the client

code: virtual void RemoveVirtualSubject ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & VirtualSubjectKey )


description: Clear the subject from the specific source

code: virtual void RemoveSubject_AnyThread ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectName )


description: Remove all sources from the live link client

code: void RemoveAllSources()


description: Set the subject's from a specific source to enabled, disabling the other in the process. Only 1 subject with the same name can be enabled. At the start of the frame, a snapshot of the enabled subjects will be made. That snapshot dictate which subject will be used for the duration of that frame. SetSubjectEnabled will take effect on the next frame.

code: virtual void SetSubjectEnabled ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, bool bEnabled )


description: The tick callback to update the pending work and clear the subject's snapshot

code: void Tick()


description: Unregister delegate registered with RegisterForFrameDataReceived.

code: virtual void UnregisterForFrameDataReceived ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & InSubjectKey, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InStaticDataReceivedHandle, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InFrameDataReceivedHandle )


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


description: Unregister delegates registered with RegisterForSubjectFrames.

code: virtual void UnregisterSubjectFramesHandle ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) StaticDataAddedHandle, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) FrameDataAddedHandle )


className: FLiveLinkClient

code: class FLiveLinkClient : public [FLiveLinkClient_Base_DEPRECATED](API\Plugins\LiveLink\FLiveLinkClient_Base_DEPRECATED)


code: [ILiveLinkClient](API\Runtime\LiveLinkInterface\ILiveLinkClient) * GetClient() const


className: FLiveLinkClientReference

description: References the live link client

code: struct FLiveLinkClientReference


code: virtual void ClearAllSubjectsFrames()


code: void ClearFrames_Deprecation ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey )


code: virtual void ClearSubject ( [FName](API\Runtime\Core\UObject\FName) SubjectName )


code: virtual void ClearSubjectsFrames ( [FName](API\Runtime\Core\UObject\FName) SubjectName )


code: virtual bool DoesSubjectSupportsRole ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > SupportedRole ) const


code: virtual bool DoesSubjectSupportsRole ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > SupportedRole ) const


description: Deprecated*ILiveLinkClient::EvaluateFrameAtSceneTime_AnyThreadis deprecated. Please useILiveLinkClient::EvaluateFrameAtSceneTime_AnyThreadwith a QualifiedFrameTime instead!

code: virtual bool EvaluateFrameAtSceneTime_AnyThread ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, const [FTimecode](API\Runtime\Core\Misc\FTimecode) & SceneTime, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > DesiredRole, [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) & OutFrame )


code: [FLiveLinkSkeletonStaticData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkSkeletonStaticData) * GetSubjectAnimationStaticData_Deprecation ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey )


code: virtual const [FLiveLinkSubjectFrame](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrame) * GetSubjectData ( [FName](API\Runtime\Core\UObject\FName) InSubjectName )


code: virtual const [FLiveLinkSubjectFrame](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrame) * GetSubjectDataAtWorldTime ( [FName](API\Runtime\Core\UObject\FName) InSubjectName, double InWorldTime )


code: virtual const [FLiveLinkSubjectFrame](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrame) * GetSubjectDataAtSceneTime ( [FName](API\Runtime\Core\UObject\FName) InSubjectName, const [FTimecode](API\Runtime\Core\Misc\FTimecode) & InSceneTime )


code: virtual void GetSubjectNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & SubjectNames )


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetSubjectRole ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey ) const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkFrame](API\Runtime\LiveLinkInterface\FLiveLinkFrame) > * GetSubjectRawFrames ( [FName](API\Runtime\Core\UObject\FName) SubjectName )


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetSubjectRole ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName ) const


code: virtual void PushSubjectData ( [FGuid](API\Runtime\Core\Misc\FGuid) SourceGuid, [FName](API\Runtime\Core\UObject\FName) SubjectName, const [FLiveLinkFrameData](API\Runtime\LiveLinkInterface\FLiveLinkFrameData) & FrameData )


description: Deprecated function

code: virtual void PushSubjectSkeleton ( [FGuid](API\Runtime\Core\Misc\FGuid) SourceGuid, [FName](API\Runtime\Core\UObject\FName) SubjectName, const [FLiveLinkRefSkeleton](API\Runtime\LiveLinkInterface\FLiveLinkRefSkeleton) & RefSkeleton )


description: Returns a human readable description of the latent operation's current state.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDescription() const


code: class FLiveLinkClient_Base_DEPRECATED : public [ILiveLinkClient](API\Runtime\LiveLinkInterface\ILiveLinkClient)


description: Return true when the action is completed.

code: virtual void UpdateOperation ( [FLatentResponse](API\Runtime\Engine\FLatentResponse) & Response )


code: FLiveLinkMessageBusFinderAction ( const [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) & InLatentInfo, [ULiveLinkMessageBusFinder](API\Plugins\LiveLink\ULiveLinkMessageBusFinder) * InMessageBusFinder, float Duration, [TArray](API\Runtime\Core\Containers\TArray)< [FProviderPollResult](API\Plugins\LiveLink\FProviderPollResult) > & InAvailableProviders )


className: FLiveLinkMessageBusFinderAction

code: struct FLiveLinkMessageBusFinderAction : public [FPendingLatentAction](API\Runtime\Engine\FPendingLatentAction)

CallbackTarget

type: FWeakObjectPtr

ExecutionFunction

type: FName

MessageBusFinderWeakPtr

type: TWeakObjectPtr<...

OutAvailableProviders

type: TArray<FProvid...

RemainingTime

type: float


description: Setting class to display and used by the Source. An instance of that class will be constructed when the source is added to the Client. Then InitializeSettings will be called.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkSourceSettings](API\Runtime\LiveLinkInterface\ULiveLinkSourceSettings) > GetSettingsClass() const


description: For UI, from where the source data is coming from.

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


description: Returns the source name to uniquely identify it among theFLiveLinkMessageBusSourceclasses.

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


description: For UI, what is the status of the source. Should be: "Active", "Not responding", "Connecting" or any short message that makes sense for the source.

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


description: For UI, what is the identifier of the source.

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


description: Initialize the static data and send it to the clients.

code: virtual void InitializeAndPushStaticData_AnyThread ( [FName](API\Runtime\Core\UObject\FName) SubjectName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > SubjectRole, const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMessageContext](API\Runtime\Messaging\IMessageContext), ESPMode::ThreadSafe > & Context, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * MessageTypeInfo )


description: Initialize the frame data and send it to the clients.

code: virtual void InitializeAndPushFrameData_AnyThread ( [FName](API\Runtime\Core\UObject\FName) SubjectName, const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMessageContext](API\Runtime\Messaging\IMessageContext), ESPMode::ThreadSafe > & Context, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * MessageTypeInfo )


description: This lets child classes the opportunity to add custom message handlers to the endpoint builder.

code: virtual void InitializeMessageEndpoint ( [FMessageEndpointBuilder](API\Runtime\MessagingCommon\FMessageEndpointBuilder) & EndpointBuilder )


code: bool IsMessageEndpointConnected() const


description: GetSettingsClass

code: virtual void InitializeSettings ( [ULiveLinkSourceSettings](API\Runtime\LiveLinkInterface\ULiveLinkSourceSettings) * Settings )


description: Returns whether the Source is connected to its data provider and can still push valid data.

code: virtual bool IsSourceStillValid() const


description: Send the static data to the clients.

code: void PushClientSubjectStaticData_AnyThread ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > Role, FLiveLinkStaticDataStruct && StaticData )


description: Send the frame data to the clients.

code: void PushClientSubjectFrameData_AnyThread ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, FLiveLinkFrameDataStruct && FrameData )


description: The source has been added to the Client and a Guid has been associated.

code: virtual void ReceiveClient ( [ILiveLinkClient](API\Runtime\LiveLinkInterface\ILiveLinkClient) * InClient, [FGuid](API\Runtime\Core\Misc\FGuid) InSourceGuid )


description: Request the source to shutdown. This may be called multiple times. Should return true, when the source can be destroyed. RequestSourceShutdown will be called multiple times until it returns true. If the source is multithreaded, the source should test if it can be shutdown, set a flag and return immediately.

code: virtual bool RequestSourceShutdown()


description: Send a message through the endpoint.

code: template<typename MessageType> void SendMessage ( MessageType * Message )


code: FLiveLinkMessageBusSource ( const [FText](API\Runtime\Core\Internationalization\FText) & InSourceType, const [FText](API\Runtime\Core\Internationalization\FText) & InSourceMachineName, const [FMessageAddress](API\Runtime\Messaging\FMessageAddress) & InConnectionAddress, double InMachineTimeOffset )


description: Update the source. This is called in a critical path on the game thread. The user is expected to return quickly.

code: virtual void Update()


className: FLiveLinkMessageBusSource

code: class FLiveLinkMessageBusSource : public [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource)


className: FLiveLinkRetargetAssetReference

description: References a live link retarget asset and handles recreation when.


className: FLiveLinkRoleProjectSetting

description: Settings for LiveLinkRole.

FrameInterpolationProcessor

type: TSubclassOf<UL...

description: The interpolation to use for the subject. If null, no interpolation will be performed.

FramePreProcessors

type: TArray<TSubcla...

description: The pre processors to use for the subject.

Role

description: The role of the current setting.

SettingClass

description: The settings class to use for the subject.


className: FLiveLinkSubjectTimeSyncData

code: struct FLiveLinkSubjectTimeSyncData

bIsValid

type: bool

NewestSampleTime

type: FFrameTime

SampleFrameRate

type: FFrameRate


className: FLiveLinkTickSignature

code: class FLiveLinkTickSignature


description: Deprecated* This version of theFProviderPollResultconstructor is deprecated. Please use the new constructor instead.

code: FProviderPollResult ( const [FMessageAddress](API\Runtime\Messaging\FMessageAddress) & InAddress, const [FString](API\Runtime\Core\Containers\FString) & InName, const [FString](API\Runtime\Core\Containers\FString) & InMachineName, double InMachineOffset )


code: FProviderPollResult ( const [FMessageAddress](API\Runtime\Messaging\FMessageAddress) & InAddress, const [FString](API\Runtime\Core\Containers\FString) & InName, const [FString](API\Runtime\Core\Containers\FString) & InMachineName, double InMachineOffset, bool bInIsValidProvider )


className: FProviderPollResultPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FProviderPollResult](API\Plugins\LiveLink\FProviderPollResult), ESPMode::ThreadSafe > FProviderPollResultPtr


className: FProviderPollResult

Address

type: FMessageAddress

bIsValidProvider

description: Whether the provider is valid (compatible with the current version of LiveLink)

MachineName

type: FString

description: The name of the machine the provider is running on.

MachineTimeOffset

type: double

description: Offset between sender's engine time and receiver's engine time.

Name

description: The name of the provider.


code: virtual void Interpolate &40; double InTime, const FLiveLinkStaticDataStruct & InStaticData, const TArray< FLiveLinkFrameDataStruct > & InSourceFrames, FLiveLinkSubjectFrameData & OutBlendedFrame, FLiveLinkInterpolationInfo & OutInterpolationInfo &41;


code: virtual void Interpolate &40; const FQualifiedFrameTime & InTime, const FLiveLinkStaticDataStruct & InStaticData, const TArray< FLiveLinkFrameDataStruct > & InSourceFrames, FLiveLinkSubjectFrameData & OutBlendedFrame, FLiveLinkInterpolationInfo & OutInterpolationInfo &41;


code: virtual TSubclassOf< ULiveLinkRole > GetRole&40;&41; const


description: ULiveLinkFrameAnimationInterpolateProcessor::FLiveLinkFrameAnimationInterpolateProcessorWorker

code: FLiveLinkAnimationFrameInterpolationProcessorWorker &40; bool bInterpolatePropertyValues &41;


description: Default blending method for animation frames


description: ULiveLinkFrameAnimationInterpolateProcessor

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetRole() const


className: FGenericInterpolateOptions

code: struct FGenericInterpolateOptions


code: static bool FindInterpolateIndex &40; double InTime, const TArray< FLiveLinkFrameDataStruct > & InSourceFrames, int32 & OutFrameIndexA, int32 & OutFrameIndexB, FLiveLinkInterpolationInfo & OutInterpolationInfo &41;


code: static bool FindInterpolateIndex &40; FQualifiedFrameTime InTime, const TArray< FLiveLinkFrameDataStruct > & InSourceFrames, int32 & OutFrameIndexA, int32 & OutFrameIndexB, FLiveLinkInterpolationInfo & OutInterpolationInfo &41;


code: static void GenericInterpolate &40; double InBlendFactor, const FGenericInterpolateOptions & Options, const FLiveLinkFrameDataStruct & FrameDataA, const FLiveLinkFrameDataStruct & FrameDataB, FLiveLinkFrameDataStruct & OutBlendedFrame &41;


code: static double GetBlendFactor &40; double InTime, const FLiveLinkFrameDataStruct & FrameDataA, const FLiveLinkFrameDataStruct & FrameDataB &41;


code: static double GetBlendFactor &40; FQualifiedFrameTime InTime, const FLiveLinkFrameDataStruct & FrameDataA, const FLiveLinkFrameDataStruct & FrameDataB &41;


code: FLiveLinkBasicFrameInterpolationProcessorWorker &40; bool bInterpolatePropertyValues &41;


description: ULiveLinkFrameInterpolationProcessor


description: Default blending method for any type of frames. It will interpolate numerical properties that are mark with "Interp".


description: Deprecated* Including LiveLinkBlueprintStructs.h has been deprecated. Please include Roles/LiveLinkAnimationBlueprintStructs.h instead.


className: ELiveLinkAxis

description: DO NOT modify the order or values of these enums - the code relies on the order and values and will fail if it's changed.

code: enum ELiveLinkAxis { X = 0, Y = 1, Z = 2, XNeg = 3, YNeg = 4, ZNeg = 5, }


description: ULiveLinkAnimationAxisSwitchPreProcessor


description: ULiveLinkAnimationAxisSwitchPreProcessor::FLiveLinkAnimationAxisSwitchPreProcessorWorker


description: This implies that translation, rotation and scale will be affected by switching an axis.


description: ULiveLinkTransformAxisSwitchPreProcessor::FLiveLinkTransformAxisSwitchPreProcessorWorker


code: virtual bool PreProcessFrame &40; FLiveLinkFrameDataStruct & InOutFrame &41; const


code: class FLiveLinkTransformAxisSwitchPreProcessorWorker : public [ILiveLinkFramePreProcessorWorker](API\Runtime\LiveLinkInterface\ILiveLinkFramePreProcessorWorker)

FrontAxis

type: ELiveLinkAxis

OffsetOrientation

type: FRotator

OffsetPosition

type: FVector


description: ULiveLinkTransformAxisSwitchPreProcessor


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

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


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 )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Transform Axis Switch")) class ULiveLinkTransformAxisSwitchPreProcessor : public [ULiveLinkFramePreProcessor](API\Runtime\LiveLinkInterface\ULiveLinkFramePreProcessor)

Instance

type: TSharedPtr<FLi...


description: ULiveLinkAnimationRoleToTransform::FLiveLinkAnimationRoleToTransformWorker

code: virtual TSubclassOf< ULiveLinkRole > GetFromRole&40;&41; const


code: virtual TSubclassOf< ULiveLinkRole > GetToRole&40;&41; const


code: virtual bool Translate &40; const FLiveLinkStaticDataStruct & InStaticData, const FLiveLinkFrameDataStruct & InFrameData, FLiveLinkSubjectFrameData & OutTranslatedFrame &41; const


className: FLiveLinkAnimationRoleToTransformWorker

code: class FLiveLinkAnimationRoleToTransformWorker : public [ILiveLinkFrameTranslatorWorker](API\Runtime\LiveLinkInterface\ILiveLinkFrameTranslatorWorker)


description: ULiveLinkAnimationRoleToTransform

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetFromRole() const


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetToRole() const


className: ULiveLinkAnimationRoleToTransform

description: Basic object to translate data from one role to another

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Animation To Transform")) class ULiveLinkAnimationRoleToTransform : public [ULiveLinkFrameTranslator](API\Runtime\LiveLinkInterface\ULiveLinkFrameTranslator)


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

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


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


description: A component that applies data from Live Link to the owning actor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup="LiveLink", Deprecated) class UDEPRECATED_LiveLinkDrivenComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

ActorTransformBone

description: The name of the bone to drive the actors transform with (if None then we will take the first bone)

bModifyActorTransform

description: Should the actors transform be driven by live link.

bSetRelativeLocation

description: Should the transform from live link be treated as relative or world space.

SubjectName

type: FLiveLinkSubjec...

description: The name of the live link subject to take data from.


code: void BuildFrame ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) > & InSubjectSnapshots )


description: Validates current source subjects.

code: bool AreSubjectsValid ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) > & InActiveSubjects ) const


description: Builds a new ref skeleton based on the current subject state (can early out if ref skeleton is already up to date)

code: void BuildSkeleton ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) > & InSubjectSnapshots )


description: Tests to see if current ref skeleton is up to data.

code: bool DoesSkeletonNeedRebuilding() const


code: bool BuildSubjectSnapshot ( [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) > & OutSnapshot )


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

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


code: ULiveLinkAnimationVirtualSubject()


className: ULiveLinkAnimationVirtualSubject

description: A Skeleton virtual subject is an assembly of different subjects supporting the animation role.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Animation Virtual Subject")) class ULiveLinkAnimationVirtualSubject : public [ULiveLinkVirtualSubject](API\Runtime\LiveLinkInterface\ULiveLinkVirtualSubject)

bAppendSubjectNameToBones

description: Whether to append SubjectName to each bones part of the virtual hierarchy.


description: Fetches a frame on a subject for a specific role. Output is evaluated based on the role

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category=LiveLink, Meta=(DisplayName="EvaluateLiveLinkFrame", CustomStructureParam="OutBlueprintData", BlueprintInternalUseOnly="true", AllowAbstract="false")) static bool EvaluateLiveLinkFrameWithSpecificRole ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > Role, [FLiveLinkBaseBlueprintData](API\Runtime\LiveLinkInterface\FLiveLinkBaseBlueprintData) & OutBlueprintData )


description: Fetches a frame on a subject for a specific role at an offset from the application current time. Output is evaluated based on the role

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category=LiveLink, Meta=(CustomStructureParam="OutBlueprintData", BlueprintInternalUseOnly="true", AllowAbstract="false")) static bool EvaluateLiveLinkFrameAtWorldTimeOffset ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > Role, float WorldTimeOffset, [FLiveLinkBaseBlueprintData](API\Runtime\LiveLinkInterface\FLiveLinkBaseBlueprintData) & OutBlueprintData )


description: Fetches a frame on a subject for a specific role at a specified scene time (timecode). The Timecode should be at the frame rate as the engine timecode. Output is evaluated based on the role

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category=LiveLink, Meta=(CustomStructureParam="OutBlueprintData", BlueprintInternalUseOnly="true", AllowAbstract="false")) static bool EvaluateLiveLinkFrameAtSceneTime ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > Role, [FTimecode](API\Runtime\Core\Misc\FTimecode) SceneTime, [FLiveLinkBaseBlueprintData](API\Runtime\LiveLinkInterface\FLiveLinkBaseBlueprintData) & OutBlueprintData )


description: Deprecated* EvaluateLiveLinkFrame with Subject Represention is deprecated, recreate the node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category=LiveLink, Meta=(DeprecatedFunction, CustomStructureParam="OutBlueprintData", BlueprintInternalUseOnly="true", AllowAbstract="false")) static bool EvaluateLiveLinkFrame ( [FLiveLinkSubjectRepresentation](API\Runtime\LiveLinkInterface\FLiveLinkSubjectRepresentation) SubjectRepresentation, [FLiveLinkBaseBlueprintData](API\Runtime\LiveLinkInterface\FLiveLinkBaseBlueprintData) & OutBlueprintData )


description: Get a list of all enabled subject names

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink") static [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) > GetLiveLinkEnabledSubjectNames ( bool bIncludeVirtualSubject )


description: Get the role of the subject with this name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink") static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetLiveLinkSubjectRole ( const [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName )


description: Get a list of all subjects

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink") static [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) > GetLiveLinkSubjects ( bool bIncludeDisabledSubject, bool bIncludeVirtualSubject )


description:
Get the type of a source from the given GUID
The type of the Source as Text

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink") static [FText](API\Runtime\Core\Internationalization\FText) GetSourceTypeFromGuid ( [FGuid](API\Runtime\Core\Misc\FGuid) SourceGuid )


description: Get the role of a subject from a specific source

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink") static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetSpecificLiveLinkSubjectRole ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) SubjectKey )


description: Whether or not a subject from the specific source is the enabled subject. Only 1 subject with the same name can be enabled. At the start of the frame, a snapshot of the enabled subjects will be made. That snapshot dictate which subject will be used for the duration of that frame.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink") static bool IsSpecificLiveLinkSubjectEnabled ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) SubjectKey, bool bForThisFrame )


description: Whether or not the client has a subject with this name enabled Only 1 subject with the same name can be enabled. At the start of the frame, a snapshot of the enabled subjects will be made. That snapshot dictate which subject will be used for the duration of that frame.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink") static bool IsLiveLinkSubjectEnabled ( const [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName )


description: Set the subject's from a specific source to enabled, disabling the other in the process. Only 1 subject with the same name can be enabled. At the start of the frame, a snapshot of the enabled subjects will be made. That snapshot dictate which subject will be used for the duration of that frame. SetSubjectEnabled will take effect on the next frame.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink") static void SetLiveLinkSubjectEnabled ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) SubjectKey, bool bEnabled )


className: ULiveLinkBlueprintLibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULiveLinkBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Returns a handle to the current frame of data in LiveLink for a given subject along with a boolean for whether a frame was found. Returns a handle to an empty frame if no frame of data is found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink", Meta=(DeprecatedFunction, DeprecationMessage="GetSubjectData is deprecated, EvaluateLiveLinkFrame.")) void GetSubjectData ( const [FName](API\Runtime\Core\UObject\FName) SubjectName, bool & bSuccess, [FSubjectFrameHandle](API\Runtime\LiveLinkInterface\Roles\FSubjectFrameHandle) & SubjectFrameHandle )


description: Returns a handle to the frame of data in LiveLink for a given subject at the specified time along with a boolean for whether a frame was found. Returns a handle to an empty frame if no frame of data is found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink", Meta=(DeprecatedFunction, DeprecationMessage="GetSubjectDataAtSceneTime is deprecated, use EvaluateLiveLinkFrameAtSceneTime.")) void GetSubjectDataAtSceneTime ( const [FName](API\Runtime\Core\UObject\FName) SubjectName, const [FTimecode](API\Runtime\Core\Misc\FTimecode) & SceneTime, bool & bSuccess, [FSubjectFrameHandle](API\Runtime\LiveLinkInterface\Roles\FSubjectFrameHandle) & SubjectFrameHandle )


description: Returns a list of available Subject Names for LiveLink

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink", Meta=(DeprecatedFunction, DeprecationMessage="GetAvailableSubjectNames is deprecated, use GetLiveLinkEnabledSubjectNames.")) void GetAvailableSubjectNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & SubjectNames )


description: Deprecated* GetSubjectDataAtTime is deprecated, use EvaluateLiveLinkFrameAtSceneTime.

code: void GetSubjectDataAtTime ( const [FName](API\Runtime\Core\UObject\FName) SubjectName, const double WorldTime, bool & bSuccess, [FSubjectFrameHandle](API\Runtime\LiveLinkInterface\Roles\FSubjectFrameHandle) & SubjectFrameHandle )


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink", Meta=(DeprecatedFunction, DeprecationMessage="GetSubjectDataAtWorldTime is deprecated, use EvaluateLiveLinkFrameAtWorldTime.")) void GetSubjectDataAtWorldTime ( const [FName](API\Runtime\Core\UObject\FName) SubjectName, const float WorldTime, bool & bSuccess, [FSubjectFrameHandle](API\Runtime\LiveLinkInterface\Roles\FSubjectFrameHandle) & SubjectFrameHandle )


description: Sets default values for this component's properties.

code: ULiveLinkComponent()


description: Called every frame.

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


className: ULiveLinkComponent

description: An actor component to enable accessing LiveLink data in Blueprints. Data can be accessed in Editor through the "OnLiveLinkUpdated" event. Any Skeletal Mesh Components on the parent will be set to animate in editor causing their AnimBPs to run.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(LiveLink), Meta=(BlueprintSpawnableComponent), Meta=(DisplayName="LiveLink Skeletal Animation")) class ULiveLinkComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

OnLiveLinkUpdated

type: FLiveLinkTickSi...

description: This Event is triggered any time new LiveLink data is available, including in the editor.


description: Connects to a given Message Bus Provider and returns a handle to the created LiveLink Source

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink") static void ConnectToProvider ( [FProviderPollResult](API\Plugins\LiveLink\FProviderPollResult) & Provider, [FLiveLinkSourceHandle](API\Runtime\LiveLinkInterface\FLiveLinkSourceHandle) & SourceHandle )


description: Broadcasts a message to the network and returns a list of all providers who replied within a set amount of time.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLink", Meta=(Latent, LatentInfo="LatentInfo", WorldContext="WorldContextObject", Duration="0.2")) void GetAvailableProviders ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, struct [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, float Duration, [TArray](API\Runtime\Core\Containers\TArray)< [FProviderPollResult](API\Plugins\LiveLink\FProviderPollResult) > & AvailableProviders )


description:
Constructs a new Message Bus Finder which enables you to detect available Message Bus Providers on the network
The newly constructed Message Bus Finder


description: Populates AvailableProviders with the Providers who have responded to the latest poll.

code: void GetPollResults ( [TArray](API\Runtime\Core\Containers\TArray)< [FProviderPollResult](API\Plugins\LiveLink\FProviderPollResult) > & AvailableProviders )


className: ULiveLinkMessageBusFinder

description: Asset for finding available Message Bus Sources.

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


code: static [FString](API\Runtime\Core\Containers\FString) CreateConnectionString ( const struct [FProviderPollResult](API\Plugins\LiveLink\FProviderPollResult) & Result )


description:
Create a widget responsible for the creation of a Live Link source.
The subpanel UI created by the factory.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildCreationPanel ( [FOnLiveLinkSourceCreated](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\FOnLiveLinkSourceCreated) OnLiveLinkSourceCreated ) const


description: How the factory should be visible in the LiveLink UI. If SubPanel, BuildCreationPanel should be implemented.

code: virtual [EMenuType](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\EMenuType) GetMenuType() const


description: Create a new source from a ConnectionString

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource) > CreateSource ( const [FString](API\Runtime\Core\Containers\FString) & ConnectionString ) const


description: Broadcast a ping message to the network and listen for responses.

code: void PollNetwork()


description: The tooltip of the menu item (of any EMenyType)

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


description: This allows the creation of a message bus source derived fromFLiveLinkMessageBusSource.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FLiveLinkMessageBusSource](API\Plugins\LiveLink\FLiveLinkMessageBusSource) > MakeSource ( const [FText](API\Runtime\Core\Internationalization\FText) & Name, const [FText](API\Runtime\Core\Internationalization\FText) & MachineName, const [FMessageAddress](API\Runtime\Messaging\FMessageAddress) & Address, double TimeOffset ) const


className: ULiveLinkMessageBusSourceFactory


description:
Add the sources and subjects from this preset, but leave any existing sources and subjects connected.
True is all sources and subjects from this preset could be created and added.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="LiveLink") bool AddToClient ( const bool bRecreatePresets ) const


description:
Remove all previous sources and subjects and add the sources and subjects from this preset.
True is all sources and subjects from this preset could be created and added.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="LiveLink") bool ApplyToClient() const


code: void ApplyToClientLatent ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(bool)> CompletionCallback )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="LiveLink", Meta=(Latent, LatentInfo="LatentInfo", HidePin="WorldContextObject", DefaultToSelf="WorldContextObject")) void ApplyToClientLatent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo )


description: The name of the menu item (of any EMenuType)

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


className: ApplyToClientPollingOperation

description: Holds the current ApplyToClient async operation. Only one operation for all presets can be done at a time.

code: static [TPimplPtr](API\Runtime\Core\Templates\TPimplPtr)< struct FApplyToClientPollingOperation > ApplyToClientPollingOperation;


description: Reset this preset and build the list of sources and subjects from the client.


description: Get the list of source presets.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkSourcePreset](API\Runtime\LiveLinkInterface\FLiveLinkSourcePreset) > & GetSourcePresets() const


description: Get the list of subject presets.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FLiveLinkSubjectPreset](API\Runtime\LiveLinkInterface\FLiveLinkSubjectPreset) > & GetSubjectPresets() const


className: ULiveLinkPreset

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

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


code: [FLiveLinkRoleProjectSetting](API\Plugins\LiveLink\FLiveLinkRoleProjectSetting) GetDefaultSettingForRole ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > Role ) const


description: Deprecated* PresetSaveDir was moved into LiveLinkUserSettings. Please useULiveLinkUserSettings::GetPresetSaveDir().

code: const [FDirectoryPath](API\Runtime\CoreUObject\UObject\FDirectoryPath) & GetPresetSaveDir() const


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

code: virtual void PostInitProperties()


className: ULiveLinkSettings

description: Settings for LiveLink.

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

ClockOffsetCorrectionStep

description: Continuous clock offset correction step

DefaultLiveLinkPreset

type: TSoftObjectPtr<...

description: The default preset that should be applied

DefaultMessageBusSourceMode

type: ELiveLinkSource...

description: The default evaluation mode a source connected via the message bus should start with.

DefaultRoleSettings

type: TArray<FLiveLi...

FrameInterpolationProcessor

description: The interpolation class to use for new Subjects if no specific settings we set for the Subject's role.

InvalidColor

type: FLinearColor

description: Color for Subjects that have not received data from their Source for TimeWithoutFrameToBeConsiderAsInvalid.

MessageBusHeartbeatFrequency

description: The refresh frequency of the heartbeat when a provider didn't send us an updated.

MessageBusHeartbeatTimeout

description: How long we should wait before a provider become unresponsive.

MessageBusPingRequestFrequency

description: The refresh frequency of the list of message bus provider (when discovery is requested).

description: Subjects will be removed when their source has been unresponsive for this long.

TextSizeSource

description: Font size of Source names shown in LiveLink Debug View.

TextSizeSubject

description: Font size of Subject names shown in LiveLink Debug View.

TimeWithoutFrameToBeConsiderAsInvalid

description: A source may still exist but does not send frames for a subject.

ValidColor

description: Color for active Subjects receiving data from their Source.


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

code: virtual void BeginDestroy()


description: Return current frame time. Since it may be called several times per frame, it is suggested to return a cached value.

code: virtual [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) GetQualifiedFrameTime() const


description: This Provider became the Engine's Provider.

code: virtual bool Initialize ( class [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


description: The state of the TimecodeProvider and if it's currently synchronized and the Timecode and FrameRate getters are valid.

code: virtual ETimecodeProviderSynchronizationState GetSynchronizationState() const


description: This Provider stopped being the Engine's Provider.

code: virtual void Shutdown ( class [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


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

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


className: ULiveLinkTimecodeProvider

description: Fetch the latest frames from the LiveLink subject and create a Timecode from it.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, Blueprintable, EditInlineNew) class ULiveLinkTimecodeProvider : public [UTimecodeProvider](API\Runtime\Engine\Engine\UTimecodeProvider)


description: Called when synchronization has been completed. The source may discard any unnecessary frames.

code: virtual void Close()


className: ESyncState

code: enum ESyncState { NotSynced, Opened, }


description: Name to used when displaying an error message or to used in UI.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayName() const


description: Get the time of the newest available sample (relative to this source's frame rate). Note, in cases where Rollover is allowed and has occurred, this may have a lower value than GetOldestSampleTime.

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


description: Get the time of the oldest available sample (relative to this source's frame rate). Note, in cases where Rollover is allowed and has occurred, this may have a higher value than GetNewestSampleTime.

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


description: Get the source actual FrameRate

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


description: Used to know if the source is ready to be used for synchronization.

code: virtual bool IsReady() const


description: Called when synchronization is started to notify this source to begin buffering frames.

code: virtual bool Open ( const [FTimeSynchronizationOpenData](API\Runtime\TimeManagement\FTimeSynchronizationOpenData) & OpenData )


description: Start playing samples.

code: virtual void Start ( const [FTimeSynchronizationStartData](API\Runtime\TimeManagement\FTimeSynchronizationStartData) & StartData )


code: ULiveLinkTimeSynchronizationSource()


className: ULiveLinkTimeSynchronizationSource


code: const [FDirectoryPath](API\Runtime\CoreUObject\UObject\FDirectoryPath) & GetPresetSaveDir() const


className: ULiveLinkUserSettings

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

PresetSaveDir

type: FDirectoryPath

description: The default location in which to save LiveLink presets


code: virtual void Initialize ( [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) InSubjectKey, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > InRole, [ILiveLinkClient](API\Runtime\LiveLinkInterface\ILiveLinkClient) * InLiveLinkClient )


code: void UpdateVirtualSubjectStaticData ( const [FLiveLinkBaseStaticData](API\Runtime\LiveLinkInterface\FLiveLinkBaseStaticData) * InStaticData )


code: void UpdateVirtualSubjectFrameData ( const [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) * InFrameData, bool bInShouldStampCurrentTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category="LiveLink", Meta=(CustomStructureParam="InStruct", BlueprintInternalUseOnly="true", AllowAbstract="false")) bool UpdateVirtualSubjectStaticData_Internal ( const [FLiveLinkBaseStaticData](API\Runtime\LiveLinkInterface\FLiveLinkBaseStaticData) & InStruct )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category="LiveLink", Meta=(CustomStructureParam="InStruct", BlueprintInternalUseOnly="true", AllowAbstract="false")) bool UpdateVirtualSubjectFrameData_Internal ( const [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) & InStruct, bool bInShouldStampCurrentTime )


code: ULiveLinkBlueprintVirtualSubject()


className: ULiveLinkBlueprintVirtualSubject

description: Base class for creating virtual subjects in Blueprints.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract) class ULiveLinkBlueprintVirtualSubject : public [ULiveLinkVirtualSubject](API\Runtime\LiveLinkInterface\ULiveLinkVirtualSubject)


className: FLiveLinkCameraControllerUpdateFlags

description: Flags to control whether incoming values from LiveLink Camera FrameData should be applied or not

module: LiveLinkCamera

bApplyAperture

type: bool

description: Whether to apply Aperture if it's available in LiveLink FrameData

bApplyAspectRatio

description: Whether to apply Aspect Ratio if it's available in LiveLink FrameData

bApplyFieldOfView

description: Whether to apply FOV if it's available in LiveLink FrameData

bApplyFilmBack

description: Whether to apply Filmback if it's available in LiveLink StaticData

bApplyFocalLength

description: Whether to apply Focal Length if it's available in LiveLink FrameData

bApplyFocusDistance

description: Whether to apply Focus Distance if it's available in LiveLink FrameData

bApplyProjectionMode

description: Whether to apply Projection Mode if it's available in LiveLink FrameData


description: Applies FIZ data coming from LiveLink stream. Lens file is used if encoder mapping is required

code: void ApplyFIZ ( [ULensFile](API\Plugins\CameraCalibrationCore\ULensFile) * LensFile, [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * CineCameraComponent, const [FLiveLinkCameraStaticData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkCameraStaticData) * StaticData, const [FLiveLinkCameraFrameData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkCameraFrameData) * FrameData )


description: Deprecated* This function has been deprecated. Distortion is now applied by the LensComponent

code: void ApplyDistortion ( [ULensFile](API\Plugins\CameraCalibrationCore\ULensFile) * LensFile, [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * CineCameraComponent, const [FLiveLinkCameraStaticData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkCameraStaticData) * StaticData, const [FLiveLinkCameraFrameData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkCameraFrameData) * FrameData )


description: Deprecated* This function has been deprecated. Nodal Offset is now applied by the LensComponent

code: void ApplyNodalOffset ( [ULensFile](API\Plugins\CameraCalibrationCore\ULensFile) * LensFile, [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * CineCameraComponent )


description: Returns the component class that this controller wants to control

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetDesiredComponentClass() const


description: Returns a const reference to input data used to evaluate the lens file

code: const [FLensFileEvalData](API\Plugins\CameraCalibrationCore\FLensFileEvalData) & GetLensFileEvalDataRef() const


description: Can it support a specific role. This is called on the default object before creating an instance.

code: virtual bool IsRoleSupported ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > & RoleToSupport )


description: Deprecated* The use of this callback by this class has been deprecated and it is no longer registered. You can register your own delegate with FWorldDelegates::OnWorldPostActorTick

code: void OnPostActorTick ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, ELevelTick TickType, float DeltaSeconds )


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

code: virtual void PostLoad()


code: void SetApplyNodalOffset ( bool bInApplyNodalOffset )


description: Function called every frame with the data evaluated by the component.

code: virtual void Tick ( float DeltaTime, const [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) & SubjectData )


description: If part of FIZ is not streamed, verify that LensFile associated tables have only one entry Used to warn user of potential problem evaluating LensFile

code: void VerifyFIZWithLensFileTables ( [ULensFile](API\Plugins\CameraCalibrationCore\ULensFile) * LensFile, const [FLiveLinkCameraStaticData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkCameraStaticData) * StaticData ) const


code: ULiveLinkCameraController()


className: ULiveLinkCameraController

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULiveLinkCameraController : public [ULiveLinkControllerBase](API\Plugins\LiveLinkComponents\ULiveLinkControllerBase)

bShouldUpdateVisualComponentOnChange

description: Whether to refresh frustum drawing on value change

bUseCameraRange

description: Should LiveLink inputs be remapped (i.e normalized to physical units) using camera component range

LensFileEvalData

type: FLensFileEvalDa...

description: Caches the latest inputs to the LensFile evaluation

LensFilePicker

type: FLensFilePicker

description: Asset containing encoder and fiz mapping

UpdateFlags

type: FLiveLinkCamera...

description: Used to control which data from LiveLink is actually applied to camera


module: LiveLinkComponents

code: void ApplyTransform ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SceneComponent, const FTransform & Transform, const [FLiveLinkTransformStaticData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkTransformStaticData) & StaticData ) const


code: void CheckForError ( [FName](API\Runtime\Core\UObject\FName) OwnerName, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SceneComponent ) const


className: FLiveLinkTransformControllerData

bSweep

description: Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something.

bTeleport

description: Whether we teleport the physics state (if physics collision is enabled for this object).

bUseLocation

description: Whether we should set the owning actor's location with the value coming from live link.

bUseRotation

description: Whether we should set the owning actor's rotation with the value coming from live link.

bUseScale

description: Whether we should set the owning actor's scale with the value coming from live link.

bWorldTransform

description: Set the transform of the component in world space of in its local reference frame.


description: Returns the component class that this controller wants to control


description: Can it support a specific role. This is called on the default object before creating an instance.


className: ULiveLinkLightController

description: Controller that uses LiveLink light data to drive a light component.UPointLightComponentandUSpotLightComponentare supported for specific properties

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULiveLinkLightController : public [ULiveLinkControllerBase](API\Plugins\LiveLinkComponents\ULiveLinkControllerBase)


description: Initialize the controller at the first tick of its owner component.

code: virtual void OnEvaluateRegistered()


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


description: Sets the component this controller is driving

code: virtual void SetAttachedComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ActorComponent )


description: Function called every frame with the data evaluated by the component.


className: ULiveLinkTransformController

TransformData

type: FLiveLinkTransf...


className: FLiveLinkControllersTicked

code: typedef TMulticastDelegate_TwoParams< void, const [ULiveLinkComponentController](API\Plugins\LiveLinkComponents\ULiveLinkComponentController) *const , const [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) & > FLiveLinkControllersTicked


className: FLiveLinkComponentRegistered

code: typedef TMulticastDelegate_OneParam< void, [ULiveLinkComponentController](API\Plugins\LiveLinkComponents\ULiveLinkComponentController) * > FLiveLinkComponentRegistered


className: FLiveLinkTickDelegate

code: class FLiveLinkTickDelegate


className: FOnControllerMapUpdatedDelegate

code: class FOnControllerMapUpdatedDelegate


description: Virtual destructor.

code: virtual ~ILiveLinkComponentsModule()


className: ILiveLinkComponentsModule

description: Interface for LiveLinkComponent module

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


description: Loops through the controller map and calls Cleanup() on each entry

code: void CleanupControllersInMap()


description: Called during loading to convert old data to new scheme.

code: void ConvertOldControllerSystem()


description: Unregister the component, remove it from its outer Actor's Components array and mark for pending kill.

code: virtual void DestroyComponent ( bool bPromoteChildren )


description: Returns the component controlled by the LiveLink controller of the input Role. Returns null if there is no controller for that Role

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetControlledComponent ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > InRoleClass ) const


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkControllerBase](API\Plugins\LiveLinkComponents\ULiveLinkControllerBase) > GetControllerClassForRoleClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > RoleClass ) const


description: Return Representation of Subject that is used in the controller


description: Returns an array representing the class hierarchy of the given class

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > > GetSelectedRoleHierarchyClasses ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > InCurrentRoleClass ) const


description: Initializes the component that the newly created input controller should control based on its specified desired component class

code: void InitializeController ( [ULiveLinkControllerBase](API\Plugins\LiveLinkComponents\ULiveLinkControllerBase) * InController )


description: Returns true if ControllerMap needs to be updated for the current Role. Useful for customization or C++ modification to the Role

code: bool IsControllerMapOutdated() const


description: Used to cleanup controllers when exiting PIE

code: void OnEndPIE ( bool bIsSimulating )


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Multicast delegate that broadcasts after LiveLink controllers have ticked with the latest frame of subject data


description: Used to notify that the subject role has changed. Mainly from Customization or C++ modification to the subject's Role

code: void OnSubjectRoleChanged()


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

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


code: virtual void PostLoad()


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

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


description: Set the component to control for the LiveLink controller of the input Role

code: void SetControlledComponent ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > InRoleClass, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Creates an instance of the desired controller class for a specified Role class

code: void SetControllerClassForRole ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > RoleClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkControllerBase](API\Plugins\LiveLinkComponents\ULiveLinkControllerBase) > DesiredControllerClass )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

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


description: Set Representation of Subject that is used in the controller and update the controller map

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetSubjectRepresentation ( [FLiveLinkSubjectRepresentation](API\Runtime\LiveLinkInterface\FLiveLinkSubjectRepresentation) InSubjectRepresentation )


code: ULiveLinkComponentController()


className: ULiveLinkComponentController

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(LiveLink), Meta=(DisplayName="LiveLink Controller", BlueprintSpawnableComponent)) class ULiveLinkComponentController : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

bDisableEvaluateLiveLinkWhenSpawnable

description: If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencer.

bEvaluateLiveLink

description: If false, will not evaluate live link, effectively pausing.

bIsDirty

description: Keep track when component gets registered or controller map gets changed.

bIsSpawnableCache

type: TOptional< bool...

description: Cache if the owner is a spawnable.

bUpdateInPreviewEditor

description: If true, will tick when the world is a preview (i.e Blueprint editors)

ControllerMap

type: TMap<TSubclass...

description: Instanced controllers used to control the desired role

OnControllerMapUpdatedDelegate

type: FOnControllerMa...

description: This Event is triggered any time the controller map is updated.

OnLiveLinkUpdated

type: FLiveLinkTickDe...

description: This Event is triggered any time new LiveLink data is available, including in the editor.


code: ~ULiveLinkComponentController()


className: ULiveLinkComponentSettings

description: Settings for LiveLink.

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

DefaultControllerForRole

description: Default Controller class to use for the specified role


description: Cleanup controller state before getting removed

code: virtual void Cleanup()


description: Deprecated* This function is deprecated. Use GetControllersForRole instead and use first element to have the same result.

code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkControllerBase](API\Plugins\LiveLinkComponents\ULiveLinkControllerBase) > GetControllerForRole ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > & RoleToSupport )


description: Returns the component controlled by this controller

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetAttachedComponent() const


description: Returns the list ofULiveLinkControllerBaseclasses that support the given role

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkControllerBase](API\Plugins\LiveLinkComponents\ULiveLinkControllerBase) > > GetControllersForRole ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > & RoleToSupport )


description: Returns the component class that this controller wants to control

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetDesiredComponentClass() const


description: Get the selected LiveLink subject for this controller


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


code: virtual void InitializeInEditor()


description: Can it support a specific role. This is called on the default object before creating an instance.

code: virtual bool IsRoleSupported ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > & RoleToSupport )


description: Callback to reset the AttachedComponent when the value of the ComponentPicker is changed

code: void OnComponentToControlChanged()


description: Initialize the controller at the first tick of its owner component.

code: virtual void OnEvaluateRegistered()


description: Sets the component this controller is driving

code: virtual void SetAttachedComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ActorComponent )


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

code: virtual void PostLoad()


description: Sets the live link subject from which this controller is receiving data

code: virtual void SetSelectedSubject ( [FLiveLinkSubjectRepresentation](API\Runtime\LiveLinkInterface\FLiveLinkSubjectRepresentation) LiveLinkSubject )


description: Deprecated* This function is deprecated. Use Tick function that received evaluated data instead.

code: virtual void Tick ( float DeltaTime, const [FLiveLinkSubjectRepresentation](API\Runtime\LiveLinkInterface\FLiveLinkSubjectRepresentation) & SubjectRepresentation )


description: Function called every frame with the data evaluated by the component.

code: virtual void Tick ( float DeltaTime, const [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) & SubjectData )


className: ULiveLinkControllerBase

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, ClassGroup=(LiveLink), EditInlineNew) class ULiveLinkControllerBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ComponentPicker

type: FComponentRefer...

description: A component reference (customized) that allows the user to specify a component that this controller should control


className: FLiveLinkControlRigModule

module: LiveLinkControlRig

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


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, NodeColor="0.3 0.1 0.1")) struct FRigUnit_LiveLinkBase : public [FRigUnit](API\Plugins\ControlRig\Units\FRigUnit)


description: Execute logic for this rig unit

code: virtual void Execute()


description: Evaluate current Live Link Animation associated with supplied subject

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Evaluate Live Link Frame (Animation)", Category="Live Link")) struct FRigUnit_LiveLinkEvaluteFrameAnimation : public [FRigUnit_LiveLinkBase](API\Plugins\LiveLinkControlRig\FRigUnit_LiveLinkBase)

DebugDrawOffset

type: FTransform

SubjectFrame

type: FSubjectFrameHa...

SubjectName

type: FName


description: Evaluate current Live Link Transform associated with supplied subject

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Evaluate Live Link Frame (Transform)", Category="Live Link")) struct FRigUnit_LiveLinkEvaluteFrameTransform : public [FRigUnit_LiveLinkBase](API\Plugins\LiveLinkControlRig\FRigUnit_LiveLinkBase)


description: Get the parameter value with supplied subject frame

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Get Parameter Value By Name", Category="Live Link")) struct FRigUnit_LiveLinkGetParameterValueByName : public [FRigUnit_LiveLinkBase](API\Plugins\LiveLinkControlRig\FRigUnit_LiveLinkBase)

Value

type: float


description: Get the transform value with supplied subject frame

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Get Transform By Name", Category="Live Link")) struct FRigUnit_LiveLinkGetTransformByName : public [FRigUnit_LiveLinkBase](API\Plugins\LiveLinkControlRig\FRigUnit_LiveLinkBase)

Space

type: ERigVMTransform...


description: Forced reference to this function is added by the linker to check that each module uses IMPLEMENT_MODULE


className: InitializeModule

description:
InitializeModule function, called by module manager after this module's DLL has been loaded
Returns an instance of this module

code: C [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface) * InitializeModule()


code: namespace LiveLinkControlRigUtilities { [ILiveLinkClient](API\Runtime\LiveLinkInterface\ILiveLinkClient) * LiveLinkControlRigUtilities::TryGetLiveLinkClient() }


className: operator delete

code: void operator delete ( void * Ptr )


code: void operator delete ( void * Ptr, const std::nothrow_t & )


className: operator delete[]

code: void operator delete[] ( void * Ptr )


code: void operator delete ( void * Ptr, size_t Size )


code: void operator delete ( void * Ptr, std::align_val_t Alignment )


code: void operator delete ( void * Ptr, size_t Size, const std::nothrow_t & )


code: void operator delete ( void * Ptr, std::align_val_t Alignment, const std::nothrow_t & )


code: void operator delete ( void * Ptr, size_t Size, std::align_val_t Alignment )


code: void operator delete ( void * Ptr, size_t Size, std::align_val_t Alignment, const std::nothrow_t & )


code: void operator delete[] ( void * Ptr, const std::nothrow_t & )


code: void operator delete[] ( void * Ptr, size_t Size )


code: void operator delete[] ( void * Ptr, std::align_val_t Alignment )


code: void operator delete[] ( void * Ptr, size_t Size, const std::nothrow_t & )


code: void operator delete[] ( void * Ptr, size_t Size, std::align_val_t Alignment )


code: void operator delete[] ( void * Ptr, std::align_val_t Alignment, const std::nothrow_t & )


code: void operator delete[] ( void * Ptr, size_t Size, std::align_val_t Alignment, const std::nothrow_t & )


className: operator new

code: void * operator new ( size_t Size )


className: operator new[]

code: void * operator new[] ( size_t Size )


code: void * operator new ( size_t Size, const std::nothrow_t & )


code: void * operator new ( size_t Size, std::align_val_t Alignment )


code: void * operator new ( size_t Size, std::align_val_t Alignment, const std::nothrow_t & )


code: void * operator new[] ( size_t Size, const std::nothrow_t & )


code: void * operator new[] ( size_t Size, std::align_val_t Alignment )


code: void * operator new[] ( size_t Size, std::align_val_t Alignment, const std::nothrow_t & )


className: StdFree

code: void StdFree ( void * Ptr )


className: StdMalloc

code: void * StdMalloc ( size_t Size, size_t Alignment )


className: StdRealloc

code: void * StdRealloc ( void * Original, size_t Size, size_t Alignment )


description: Functions to control UI.

module: LiveLinkCurveDebugUI

code: virtual void DisplayLiveLinkCurveDebugUI ( [FString](API\Runtime\Core\Containers\FString) & LiveLinkSubjectName )


description: Final override of Exec that asserts if called

code: virtual bool Exec ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: virtual void HideLiveLinkCurveDebugUI()


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

code: virtual void StartupModule()


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: FLiveLinkCurveDebugUIModule

code: class FLiveLinkCurveDebugUIModule : public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec), public [ILiveLinkCurveDebugUIModule](API\Plugins\LiveLinkCurveDebugUI\ILiveLinkCurveDebugUIModule)


description: Color we should set the progress fill bar to be when rendering debug info for this curve.

code: virtual [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) GetCurveFillColor() const


description: Name of the curve we are tracking.

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


description: Value of the curve we are tracking.

code: virtual float GetCurveValue() const


code: FLiveLinkDebugCurveNodeBase ( [FName](API\Runtime\Core\UObject\FName) InCurveName, float InCurveValue )


code: virtual ~FLiveLinkDebugCurveNodeBase()


description: Display the LiveLinkCurveDebugUI, either spawned from a tab manager, or as a custom widget attached to our current viewport if the tab manager can not be used

code: void DisplayLiveLinkCurveDebugUI ( [FString](API\Runtime\Core\Containers\FString) & LiveLinkSubjectName )


className: FLiveLinkDebugCurveNodeBase

code: class FLiveLinkDebugCurveNodeBase


description: Registers a tab spawner for the LiveLinkCurveDebugUI.

code: void RegisterTabSpawner()


code: void HideLiveLinkCurveDebugUI()


description: Unregisters the tab spawner for the LiveLinkCurveDebugUI.

code: void UnregisterTabSpawner()


description: Virtual destructor.

code: virtual ~ILiveLinkCurveDebugUIModule()


description: If we don't have a suplied CachedLiveLinkSubjectName, we try to pull it from LiveLink by looking at All available subjects and picking the first one we find with curves to supply


className: ILiveLinkCurveDebugUIModule

description: Interface for messaging modules.

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


code: virtual void Construct ( const [FArguments](API\Plugins\LiveLinkCurveDebugUI\SLiveLinkCurveDebugUI\FArguments) & InArgs )


code: WidgetArgsType & DPIScale &40; float InArg &41;


code: WidgetArgsType & InitialLiveLinkSubjectName &40; FName InArg &41;


code: WidgetArgsType & OnSubjectNameChanged &40; const FOnSubjectNameChanged & InDelegate &41;


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


code: WidgetArgsType & UpdateRate &40; float InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


className: FOnSubjectNameChanged

description: Delegate used to call back when this widget sets its own SubjectName from the LiveLink client instead of any supplied InitialLiveLinkSubjectName.

code: typedef TBaseDelegate_OneParam< void, [FName](API\Runtime\Core\UObject\FName) > FOnSubjectNameChanged


description: Gets all current LiveLink subject names from our internal LiveLink client and stores it in the OutSubjectNames parameter. Clears OutSubjectNames if no SubjectNames are found!

code: virtual void GetAllSubjectNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutSubjectNames ) const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SLiveLinkCurveDebugUI](API\Plugins\LiveLinkCurveDebugUI\SLiveLinkCurveDebugUI) > New()


code: virtual void SetLiveLinkSubjectName ( [FName](API\Runtime\Core\UObject\FName) SubjectName )


description: Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


code: void Construct ( const [FArguments](API\Plugins\LiveLinkCurveDebugUI\SLiveLinkCurveDebugUIListItem\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTableView )


code: WidgetArgsType & CurveInfo &40; TSharedPtr< FLiveLinkDebugCurveNodeBase > InArg &41;


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


description:
Users ofSMultiColumnTableRowwould usually some piece of data associated with it. The type of this data is ItemType; it's the stuff that your TableView (i.e. List or Tree) is visualizing. The ColumnName tells you which column of the TableView we need to make a widget for. Make a widget and return it.
a widget to represent the contents of a cell in this row of a TableView.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForColumn ( const [FName](API\Runtime\Core\UObject\FName) & InColumnName )


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


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< float > GetCurveValue() const


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


code: virtual [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) GetProgressFillColor() const


code: virtual void Construct ( const [FArguments](API\Plugins\LiveLinkCurveDebugUI\SLiveLinkCurveDebugUITab\FArguments) & InArgs )


className: SLiveLinkCurveDebugUI

code: class SLiveLinkCurveDebugUI : public [SUserWidget](API\Runtime\SlateCore\Widgets\SUserWidget)


className: SLiveLinkCurveDebugUIListItem

code: class SLiveLinkCurveDebugUIListItem : public [SMultiColumnTableRow< TSharedPtr< FLiveLinkDebugCurveNodeBase > >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)


code: WidgetArgsType & InitialLiveLinkSubjectName &40; FName InArg &41;


code: typedef FArguments WidgetArgsType


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


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeComboButtonItemWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > StringItem )


code: void OnSelectionChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > StringItem, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


code: void OnSubjectNameComboBoxOpened()


code: void RefreshSubjectNames()


code: void SetLiveLinkSubjectName ( [FName](API\Runtime\Core\UObject\FName) SubjectName )


description: This is for when our subject name is updated by the underlying widget and we need to change our selected SubjectName.

code: void UpdateSubjectNameEditor ( [FName](API\Runtime\Core\UObject\FName) SubjectName )


className: SLiveLinkCurveDebugUITab

code: class SLiveLinkCurveDebugUITab : public [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab)

CurrentSelectedSubjectName

type: TSharedPtr<FSt...

MyDebugUI

type: TSharedPtr<SLi...

description: Our embedded LiveLink Curve Debugger

SubjectNameComboBox

type: TSharedPtr< SCo...

SubjectNames

type: TArray<TShared...


className: ULiveLinkDebuggerBlueprintLibrary


code: [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) GetBarColorForCurveValue ( float CurveValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LiveLinkDebugger") float GetDPIScaleBasedOnSize ( FIntPoint Size ) const


code: ULiveLinkDebuggerSettings()


className: ULiveLinkDebuggerSettings

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

DPIScaleMultiplier

description: This multiplier is used on the Viewport Widget version (IE: In Game) as it needs to be slightly more aggresive then the PC version.

MaxBarColor

type: FSlateColor

description: Color used when the CurveValueBar is at 1.0.

MinBarColor

description: TODO : Make DPI based off a nice curve at some point, for now we just do a rough calculation.


module: LiveLinkEditor

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FLiveLinkSubjectRepresentationPickerEntry > FLiveLinkSubjectRepresentationPickerEntryPtr


description: Slate widget construction method

code: void Construct ( const [FArguments](API\Plugins\LiveLinkEditor\SLiveLinkSubjectRepresentationPi-\FArguments) & InArgs )


description: The visual style of the button (overrides ComboButtonStyle)

code: WidgetArgsType & ButtonStyle &40; const FButtonStyle &42; InArg &41;


description: The visual style of the combo button

code: WidgetArgsType & ComboButtonStyle &40; const FComboButtonStyle &42; InArg &41;


description: Content padding for the picker

code: WidgetArgsType & ContentPadding &40; const TAttribute< FMargin > & InAttribute &41;


description: Sets the font used to draw the text on the button

code: WidgetArgsType & Font &40; const TAttribute< FSlateFontInfo > & InAttribute &41;


description: Foreground color for the picker

code: WidgetArgsType & ForegroundColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: Delegate for handling when for when the current value changes.

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


description: Attribute used to retrieve whether the picker has multiple values.

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


description: Attribute used to retrieve whether the picker should show roles.

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


description: Attribute used to retrieve whether the picker should show the source name.

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


description: Attribute used to retrieve the current value.

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


code: typedef FArguments WidgetArgsType


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


code: FLiveLinkSourceSubjectRole &40; FLiveLinkSubjectRepresentation InSubjectRepresentation &41;


code: FLiveLinkSourceSubjectRole &40; FLiveLinkSubjectKey InSubjectKey &41;


code: FLiveLinkSourceSubjectRole &40; FGuid InSource, FLiveLinkSubjectName InSubject, TSubclassOf< ULiveLinkRole > InRole &41;


className: FLiveLinkSourceSubjectRole

code: struct FLiveLinkSourceSubjectRole

Role

type: TSubclassOf<UL...

Source

type: FGuid

Subject

type: FLiveLinkSubjec...


className: FOnValueChanged

code: typedef TBaseDelegate_OneParam< void, [FLiveLinkSourceSubjectRole](API\Plugins\LiveLinkEditor\SLiveLinkSubjectRepresentationPi-\FLiveLinkSourceS-) > FOnValueChanged


description: Access the current value of this picker


className: SLiveLinkSubjectRepresentationPicker

description: A widget which allows the user to enter a subject name or discover it from a drop menu.

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


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description: Returns the name of the factory for menus

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


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, [FName](API\Runtime\Core\UObject\FName) CallingContext )


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


className: ULiveLinkBlueprintVirtualSubjectFactory


className: FFreeDEncoderData

module: LiveLinkFreeD

bInvertEncoder

type: bool

description: Invert the encoder input direction

bIsValid

description: Is this encoder data valid?

bUseManualRange

description: Use manual Min/Max values for the encoder normalization (normally uses dynamic auto ranging based on inputs)

MaskBits

description: Mask bits for raw encoder value

Max

description: Maximum raw encoder value

Min

description: Minimum raw encoder value


className: EFreeDDefaultConfigs

code: enum EFreeDDefaultConfigs { Generic, Panasonic, Sony, Stype, Mosys, Ncam, }


code: static [FLiveLinkFreeDModule](API\Plugins\LiveLinkFreeD\FLiveLinkFreeDModule) & Get()