className: UTakeRecorderSources

description: A list of sources to record for any given take. Stored as meta-data onULevelSequencethroughULevelSequence::FindMetaData

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


description: Compute the next unused sequential take number for the specified slate

module: TakesCore

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static int32 ComputeNextTakeNumber ( const [FString](API\Runtime\Core\Containers\FString) & Slate )


className: FOnTakeRecorderSlateChanged

code: class FOnTakeRecorderSlateChanged


className: FOnTakeRecorderTakeNumberChanged

code: class FOnTakeRecorderTakeNumberChanged


description: Find all the existing takes that were recorded with the specified slate

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > FindTakes ( const [FString](API\Runtime\Core\Containers\FString) & Slate, int32 TakeNumber )


code: static void OnTakeRecorderSlateChanged ( const [FString](API\Runtime\Core\Containers\FString) & InSlate )


className: UTakesCoreBlueprintLibrary

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


description: Called when the take number is changed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void SetOnTakeRecorderTakeNumberChanged ( [FOnTakeRecorderTakeNumberChanged](API\Plugins\TakesCore\UTakesCoreBlueprintLibrary\FOnTakeRecorderTakeNumberChanged) OnTakeRecorderTakeNumberChanged )


code: static void OnTakeRecorderTakeNumberChanged ( int32 InTakeNumber )


description: Called when the slate is changed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Take Recorder") static void SetOnTakeRecorderSlateChanged ( [FOnTakeRecorderSlateChanged](API\Plugins\TakesCore\UTakesCoreBlueprintLibrary\FOnTakeRecorderSlateChanged) OnTakeRecorderSlateChanged )


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

module: TakeSequencer

code: static [FTakeSequencerModule](API\Plugins\TakeSequencer\FTakeSequencerModule) & Get()


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

code: static bool IsAvailable()


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

code: virtual void StartupModule()


className: FTakeSequencerModule

description: The public interface to this module

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


module: TakeTrackRecorders

code: void Add ( const FTransform & InTransform )


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


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()


description: Collapse the passed in Additve onto myself, returning a newFBufferedTransformKeys

code: [FBufferedTransformKeys](API\Plugins\TakeTrackRecorders\TrackRecorders\FBufferedTransformKeys) Collapse ( [FBufferedTransformKeys](API\Plugins\TakeTrackRecorders\TrackRecorders\FBufferedTransformKeys) & AddLayer )


code: void CreateCachedQuats()


description: Normalized 0-1

code: float GetU ( const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & Time, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & PrevKeyTime, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & NextKeyTime )


description: Get Values at the current Time using linear inteprolation. Uses CurIndex to do the linear search for next Time Value as an optimization since we will be calling this function sequentially

code: void GetValue ( const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & Time, int32 & CurIndex, FVector & OutLocation, FQuat & OutQuat, FVector & OutScale )


code: void GetValueFromIndex ( int32 CurIndex, FVector & OutLocation, FQuat & OutQuat, FVector & OutScale )


code: void Reserve ( int32 Num, bool bReserveTime )


code: void PostMultTransform ( const FTransform & Transform )


className: FBufferedTransformKeys

description: Structure used to buffer up transform keys. Keys are inserted into tracks in FinalizeSection()

code: struct FBufferedTransformKeys

CachedQuats

type: TArray< FQuat >

description: Currently used only when needed when collapsing when ProcessingAnimation()

LocationX

type: TArray< double ...

type: TArray< float >

Times

type: TArray<FFrameN...


description:
Check whether an object can be recorded by this section recorder. If so then the actor recorder will call CreateTrackRecorder() to acquire a new instance to use in recording. This should only be implemented for recorders that record something about the Object that isn't tracked via a specific property. It is unlikely (but possible) that a factory should return true for both CanRecordObject and CanRecordProperty.
true if the object can be recorded by this recorder

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


description: Attachment isn't based on any particular property.

code: virtual bool CanRecordProperty ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InPropertyToRecord ) const


description:
Create a track recorder for this factory. Only called if CanRecordObject returns true. Should not return nullptr if CanRecordObject returned true.
A new property recorder instance.

code: virtual [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForObject() const


description:
Create a track recorder for this factory. Only called if CanRecordProperty returns true. Should not return nullptr if CanRecordProperty returned true.
A new property recorder instance.

code: virtual [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, const [FName](API\Runtime\Core\UObject\FName) & InPropertyToRecord ) const


description:
Get the human readable display name for the recorder. Used for debugging purposes to help identify which factory is recording a given property.
Display name for use in the UI for debugging purposes.

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


description: Takerecorder-todo: This should also record "Transform" variable properties, because they can be marked as interp


description: Unique Name that's stored in the serialized manifest when it's recoreded

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


description:
Whether or not the created section recorder is serializable. If so when it creates a section we will serialize the section's information into a manifest.
an object used for user settings for this recorder

code: virtual bool IsSerializable() const


description:
Check whether or not the specific property on the given object can be recorded. If so, then the actor recorder will call CreateTrackRecorderForProperty to create a new instance to use for recording. This should only be implemented for recorders that record the specific property on the object and claim ownership over recording that property.
True if the specific object can be recorded


description: Get the settings class for this factory. If this factory is used to record something on an Actor, an instance will be created and passed to created track recorders.


description: Particle Systems are entire components and you can't animate them as a property.


className: FMovieSceneParticleTrackRecorderFactory


description: Property Track only records individual UProperties on an object.

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


code: virtual bool CanRecordProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InPropertyToRecord ) const


code: [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForPropertyEnum ( ESerializedPropertyType ePropertyType, const [FName](API\Runtime\Core\UObject\FName) & InPropertyToRecord ) const


className: FMovieScenePropertyTrackRecorderFactory


description: Spawn Track is based on whether or not the recorded object still exists.


className: FMovieSceneSpawnTrackRecorderFactory


code: virtual void Create ( [IMovieSceneTrackRecorderHost](API\Plugins\TakeTrackRecorders\TrackRecorders\IMovieSceneTrackRecorderHost) * InRecordingHost, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, bool bOpenSerializer )


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


code: virtual bool LoadRecordedFile ( const [FString](API\Runtime\Core\Containers\FString) & InFileName, [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorGuidToActorMap, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InCompletionCallback )


code: template<> virtual bool LoadRecordedFile ( const [FString](API\Runtime\Core\Containers\FString) & FileName, [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorGuidToActorMap, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InCompletionCallback )


code: virtual void Record ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & CurrentTime )


code: virtual void RemoveRedundantTracks ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord )


code: virtual void SetSavedRecordingDirectory ( const [FString](API\Runtime\Core\Containers\FString) & InDirectory )


code: virtual void SetSectionStartTimecode ( const [FTimecode](API\Runtime\Core\Misc\FTimecode) & InSectionStartTimecode, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InSectionFirstFrame )


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


className: FMovieSceneTrackPropertyRecorder

description: Recorder for a simple property of type PropertyType

code: template<typename PropertyType> class FMovieSceneTrackPropertyRecorder : public [IMovieSceneTrackPropertyRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\IMovieSceneTrackPropertyRecorder)


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


code: virtual [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForObject() const


description: Visibility is based on a different property for components and actors, and they're not marked as interp.

code: virtual bool CanRecordProperty ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InPropertyToRecord ) const


code: virtual [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, const [FName](API\Runtime\Core\UObject\FName) & InPropertyToRecord ) const


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


className: FPropertyKey

description: Helper struct for recording properties

code: template<typename PropertyType> struct FPropertyKey

Time

type: FFrameNumber

Value

type: PropertyType


className: FTakeRecorderPropertyTrackSettings

ComponentPath

type: FString

description: Optional ActorComponent tag (when keying a component property).

PropertyPath

description: Path to the keyed property within the Actor or ActorComponent.


code: static bool IsDefaultPropertyTrack ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, const [FString](API\Runtime\Core\Containers\FString) & InPropertyPath, const [TArray](API\Runtime\Core\Containers\TArray)< [FTakeRecorderTrackSettings](API\Plugins\TakeTrackRecorders\TrackRecorders\FTakeRecorderTrackSettings) > & DefaultTracks )


className: FTakeRecorderTrackSettings

DefaultPropertyTracks

type: TArray<FTakeRe...

description: List of property names for which movie scene tracks will be created automatically.

ExcludePropertyTracks

description: List of property names for which movie scene tracks will NOT be created automatically.

MatchingActorClass

type: FSoftClassPath

description: The Actor class to create movie scene tracks for.


code: static bool IsExcludePropertyTrack ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, const [FString](API\Runtime\Core\Containers\FString) & InPropertyPath, const [TArray](API\Runtime\Core\Containers\TArray)< [FTakeRecorderTrackSettings](API\Plugins\TakeTrackRecorders\TrackRecorders\FTakeRecorderTrackSettings) > & DefaultTracks )


code: void Create ( [IMovieSceneTrackRecorderHost](API\Plugins\TakeTrackRecorders\TrackRecorders\IMovieSceneTrackRecorderHost) * InRecordingHost, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, bool bOpenSerializer )


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


className: FTrackRecorderSettings

description: Generic track recorder settings used by the track recorders

code: struct FTrackRecorderSettings

bRecordToPossessable

type: bool

ExcludeAnimationNames

type: TArray<FString...

ReduceKeysTolerance

type: float


code: virtual bool LoadRecordedFile ( const [FString](API\Runtime\Core\Containers\FString) & InFileName, [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorGuidToActorMap, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InCompletionCallback )


code: void Record ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & CurrentTime )


code: void SetSectionStartTimecode ( const [FTimecode](API\Runtime\Core\Misc\FTimecode) & InSectionStartTimecode, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InSectionFirstFrame )


code: void SetSavedRecordingDirectory ( const [FString](API\Runtime\Core\Containers\FString) & InDirectory )


className: IMovieSceneTrackPropertyRecorder

description: Interface for a generic property recorder

code: class IMovieSceneTrackPropertyRecorder

OwningTakeRecorderSource

type: IMovieSceneTrac...

description: The Actor Source that owns us


description:
Check whether an object can be recorded by this section recorder. If so then the actor recorder will call CreateTrackRecorder() to acquire a new instance to use in recording. This should only be implemented for recorders that record something about the Object that isn't tracked via a specific property. It is unlikely (but possible) that a factory should return true for both CanRecordObject and CanRecordProperty.
true if the object can be recorded by this recorder

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


code: bool CanRecordProperty ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InPropertyToRecord ) const


description:
Create a track recorder for this factory. Only called if CanRecordObject returns true. Should not return nullptr if CanRecordObject returned true.
A new property recorder instance.


description:
Create a track recorder for this factory. Only called if CanRecordProperty returns true. Should not return nullptr if CanRecordProperty returned true.
A new property recorder instance.

code: [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, const [FName](API\Runtime\Core\UObject\FName) & InPropertyToRecord ) const


description:
Get the human readable display name for the recorder. Used for debugging purposes to help identify which factory is recording a given property.
Display name for use in the UI for debugging purposes.


code: virtual [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForCacheTrack ( [IMovieSceneCachedTrack](API\Runtime\MovieScene\Tracks\IMovieSceneCachedTrack) * CachedTrack, const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) > & Sequence, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & Sequencer ) const


description: Unique Name that's stored in the serialized manifest when it's recoreded

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


description: Get the settings class for this factory. If this factory is used to record something on an Actor, an instance will be created and passed to created track recorders.


description:
Get the sequence id of the level sequence the other actor is coming from. Used for setting cross sequence bindings.
The Sequence ID

code: [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) GetLevelSequenceID ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor )


className: IMovieSceneTrackRecorderFactory

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

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


description:
Whether or not the created section recorder is serializable. If so when it creates a section we will serialize the section's information into a manifest.
an object used for user settings for this recorder

code: virtual bool IsSerializable() const


description:
Get the object binding for a given actor that is being recorded. An actor can either be a Possessable or a Spawnable but we only have pointers to the original object being recorded. To solve this, we iterate through each actor being recorded and ask it what Guid it ended up with which ends up abstracting away if it's a Spawnable or a Possessable.
A valid guid if the actor is being recorded otherwise an invalid guid.

code: [FGuid](API\Runtime\Core\Misc\FGuid) GetRecordedActorGuid ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


description: Get the root level sequence being recorded into

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


description:
Returns original transform that may get set when recording a skeletal mesh animation. Needed to correctly transform attached children.
The FTransform applied to the actor when recording animation, that the attached actor may need to apply to themselves to orient correctly.

code: FTransform GetRecordedActorAnimationInitialRootTransform ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


description: Get generic track recorder settings.


description:
Is the specified actor part of the current recording? This allows us to do some discovery for attachments and hierarchies.
True if the specified actor is being recorded by another source.

code: bool IsOtherActorBeingRecorded ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


className: IMovieSceneTrackRecorderHost

description: A class that hosts these track recorders and calls their functions. Allows a recorder to gain some limited context about other recorders.

code: class IMovieSceneTrackRecorderHost


code: virtual ~IMovieSceneTrackRecorderHost()


code: virtual void FinalizeTrackImpl()


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


code: virtual void CreateTrackImpl()


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


description:
Load the recorded file and create a section
Returns true if it was loaded and a section was created, false otherwise.

code: virtual bool LoadRecordedFile ( const [FString](API\Runtime\Core\Containers\FString) & InFileName, [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorGuidToActorMap, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InCompletionCallback )


code: void PostProcessAnimationData ( class [UMovieSceneAnimationTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneAnimationTrackRecorde-) * AnimTrackRecorder )


description: Set the directory where the recorded values are saved

code: virtual void SetSavedRecordingDirectory ( const [FString](API\Runtime\Core\Containers\FString) & InDirectory )


code: virtual void StopRecordingImpl()


code: UMovieScene3DTransformTrackRecorder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


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


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

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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, Config=EditorSettings, DisplayName="Animation Recorder") class UMovieSceneAnimationTrackRecorderEditorSettings : public [UMovieSceneTrackRecorderSettings](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorderSettings)

AnimationAssetName

description: The name of the animation asset.

AnimationSubDirectory

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

AnimationTrackName

type: FText

description: Name of the recorded animation track.

bRemoveRootAnimation

description: If true we remove the root animation and move it to a transform track, if false we leave it on the root bone in the anim sequence

InterpMode

type: TEnumAsByte< ER...

description: Interpolation mode for the recorded keys.

TangentMode

description: Tangent mode for the recorded keys.

TimecodeBoneMethod

type: FTimecodeBoneMe...

description: The method to record timecode values onto bones


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=EditorSettings, DisplayName="Animation Recorder Settings") class UMovieSceneAnimationTrackRecorderSettings : public [UMovieSceneAnimationTrackRecorderEditorSettings](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneAnima-)


code: virtual void CancelTrackImpl()


code: const FTransform & GetComponentTransform() const


code: [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetAnimSequence() const


code: const FTransform & GetInitialRootTransform() const


code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMesh() const


code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetSkeletalMeshComponent() const


code: void ProcessRecordedTimes ( const [FString](API\Runtime\Core\Containers\FString) & HoursName, const [FString](API\Runtime\Core\Containers\FString) & MinutesName, const [FString](API\Runtime\Core\Containers\FString) & SecondsName, const [FString](API\Runtime\Core\Containers\FString) & FramesName, const [FString](API\Runtime\Core\Containers\FString) & SubFramesName, const [FString](API\Runtime\Core\Containers\FString) & SlateName, const [FString](API\Runtime\Core\Containers\FString) & Slate )


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


code: void RemoveRootMotion()


code: bool RootWasRemoved() const


code: virtual void SetSavedRecordingDirectory ( const [FString](API\Runtime\Core\Containers\FString) & InDirectory )


code: virtual void StopRecordingImpl()


className: UMovieSceneAnimationTrackRecorder


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


code: UMovieSceneParticleTrackRecorder()


className: UMovieSceneParticleTrackRecorder


code: virtual void CreateTrackImpl()


code: virtual void FinalizeTrackImpl()


code: virtual bool LoadRecordedFile ( const [FString](API\Runtime\Core\Containers\FString) & InFileName, [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorGuidToActorMap, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InCompletionCallback )


code: virtual void SetSectionStartTimecodeImpl ( const [FTimecode](API\Runtime\Core\Misc\FTimecode) & InSectionStartTimecode, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InSectionFirstFrame )


className: UMovieScenePropertyTrackRecorder

Directory

description: Cached Directory Name for serialization, used later when we create the PropertyRecorder

PropertyRecorder

type: TSharedPtr< cla...

description: The property recorder for the specific property that we are recording.

PropertyToRecord

type: FName

description: Name of the specific property that we want to record.


className: UMovieSceneSpawnTrackRecorder


description: This is called after recording has finished for each track. This allows a track recorder to do any post-processing it may require such as removing any sections that did not have any changes in them.

code: void CancelTrack()


code: virtual void CancelTrackImpl()


description: CreateTrack is called during PreRecording and should perform any clean up of old data, allocate new tracks if needed and create sections that start at a time of zero. The call to PreRecording can take a significant amount of time when many sources are being recorded (due to the possibly large number of allocations) so the creation time is not passed in. Instead Track recorders should implement SetSectionStartTimecodeImpl which will be called when StartRecording is called. StartRecording is called one after another and should be a non-blocking operation which will ensure all sources will start on the most up to date and in-sync timecode data.

code: void CreateTrack ( [IMovieSceneTrackRecorderHost](API\Plugins\TakeTrackRecorders\TrackRecorders\IMovieSceneTrackRecorderHost) * InRecordingHost, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, [UMovieSceneTrackRecorderSettings](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorderSettings) * InSettingsObject, const [FGuid](API\Runtime\Core\Misc\FGuid) & InObjectGuid )


code: void FinalizeTrack()


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


code: void InvalidateObjectToRecord()


description: This is called each frame and specifies the qualified time that the sampled data should be recorded at. This is passed as aFQualifiedFrameTimefor better handling of mixed resolution sequences as a user may have modified a sub-sequence to be a different resolution than the parent sequence.

code: void RecordSample ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & CurrentTime )


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


description: This is called when Recording actually starts happening. Tracks and Sections should have already been created during CreateTrack so this call simply informs you of:

code: void SetSectionStartTimecode ( const [FTimecode](API\Runtime\Core\Misc\FTimecode) & InSectionStartTimecode, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InSectionFirstFrame )


description: Returns false if the track for this recorder has finished recording data

code: virtual bool ShouldContinueRecording ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & FrameTime ) const


description: This is called when the user presses StopRecording. This should be a non-blocking operation as it is called on all sources one after another as quickly as possible so they all stop at the same time. This can be important for legacy systems that still rely on floating point time.

code: void StopRecording()


code: virtual void StopRecordingImpl()


className: UMovieSceneTrackRecorder

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

MovieScene

type: TWeakObjectPtr<...

description: Movie Scene we're supposed to record to

ObjectGuid

type: FGuid

description: Owning Object GUID in the Level Sequence

ObjectToRecord

type: TLazyObjectPtr<...

description: Object to record from

OwningTakeRecorderSource

description: The Actor Source that owns us

Settings

description: Settings object for the factory that created us.

StartTimecode

type: FMovieSceneTime...

description: The timecode source at the beginning of recording


code: virtual void CreateTrackImpl()


className: UMovieSceneTrackRecorderSettings

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


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


code: bool IsObjectVisible() const


code: void RemoveRedundantTracks()


className: UMovieSceneVisibilityTrackRecorder


module: TcpMessaging

code: void RemoveOutgoingConnection ( const [FString](API\Runtime\Core\Containers\FString) & Endpoint )


code: void AddOutgoingConnection ( const [FString](API\Runtime\Core\Containers\FString) & Endpoint )


className: ITcpMessagingModule

description: IConnectionBasedMessagingModule interface allows adding/removing of connections.

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


description: Overridable native event for when play begins for this actor.

module: TemplateSequence

code: virtual void BeginPlay()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Retrieve the optional instance data that should be used for this evaluation

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


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

code: virtual bool GetReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const


description: Get the actor's sequence player, or nullptr if it not yet initialized.


description:
Get the template sequence being played by this actor.
the template sequence, or nullptr if it is not assigned or cannot be loaded


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


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

code: virtual void PostInitProperties()


description:
Locate bound objects that relate to the specified binding ID
true to prevent default lookup of the binding in the sequence itself, else false

code: virtual bool RetrieveBindingOverrides ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InBindingId, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) InSequenceID, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const


description: Set the actor to play the template sequence onto, by setting up an override for the template sequence's root object binding.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer|Player|Bindings") void SetBinding ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bOverridesDefault )


description: Set the template sequence being played by this actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer|Player") void SetSequence ( [UTemplateSequence](API\Plugins\TemplateSequence\UTemplateSequence) * InSequence )


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


className: ATemplateSequenceActor

description: Actor responsible for controlling a specific template sequence in the world.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Rendering, Physics, LOD, Activation, Input)) class ATemplateSequenceActor : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [IMovieScenePlaybackClient](API\Runtime\MovieScene\IMovieScenePlaybackClient)

BindingOverride

type: FTemplateSequen...

description: The override for the template sequence's root object binding. See SetBinding.

PlaybackSettings

type: FMovieSceneSequ...

SequencePlayer

type: TObjectPtr<UTe...

TemplateSequence

type: FSoftObjectPath


description:
Whether this class is supported as a spawnable
Whether this class is supported as a spawnable

code: virtual bool CanSpawnObject ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: Destroy a specific previously spawned object

code: virtual void DestroySpawnedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object )


className: FSequenceCameraShakeSpawnRegister

description: A spawn register that accepts a "wildcard" object.

code: class FSequenceCameraShakeSpawnRegister : public [FMovieSceneSpawnRegister](API\Runtime\MovieScene\FMovieSceneSpawnRegister)


code: void SetSpawnedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description:
Spawn an object for the specified GUID, from the specified sequence instance.
the spawned object, or nullptr on failure

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * SpawnObject ( [FMovieSceneSpawnable](API\Runtime\MovieScene\FMovieSceneSpawnable) & Spawnable, FMovieSceneSequenceIDRef TemplateID, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


className: FTemplateSequenceBindingOverrideData

description: This is similar toFMovieSceneBindingOverrideData, but works only for a template sequence's root object, so we don't need it to store the object binding ID.

bOverridesDefault

type: bool

description: Specifies whether the default assignment should remain bound (false) or if this should completely override the default binding (true).

Object

description: Specifies the object binding to override.


className: FTemplateSequenceComponentData

description: Component data for how a template sequence should remap its object bindings to that of a parent object binding

code: struct FTemplateSequenceComponentData

InnerOperand

type: FMovieSceneEval...


code: FTemplateSequenceBindingOverrideData()


code: static [FTemplateSequenceComponentTypes](API\Plugins\TemplateSequence\FTemplateSequenceComponentTypes) * Get()


className: FTemplateSequenceComponentTypes

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

code: struct FTemplateSequenceComponentTypes

IsPropertyScaled

type: FComponentTypeI...

PropertyScale

type: TComponentTypeI...


description: Component data for what property to scale inside a template sequence

ObjectBinding

description: The object binding ID of the object for which to scale the given property

PropertyBinding

type: FMovieSceneProp...

description: The property to scale

PropertyScaleType

type: ETemplateSectio...

description: The type of property scaling to do

SubSequenceID

description: Sequence ID where the property track lives


className: FTemplateSequenceSpawnRegister

description: Movie scene spawn register that knows how to handle spawning objects (actors) for a template sequence

code: class FTemplateSequenceSpawnRegister : public [FLevelSequenceSpawnRegister](API\Runtime\LevelSequence\FLevelSequenceSpawnRegister)


code: FTemplateSequenceSpawnRegister()


className: ETemplateSectionPropertyScaleType

description: Defines the type of property scaling for a template sequence.

code: enum ETemplateSectionPropertyScaleType { FloatProperty, TransformPropertyLocationOnly, TransformPropertyRotationOnly, }


className: FTemplateSectionPropertyScale

description: Defines a property scaling for a template sequence.

FloatChannel

type: FMovieSceneFloa...


code: void AddPropertyScale ( const [FTemplateSectionPropertyScale](API\Plugins\TemplateSequence\Sections\FTemplateSectionPropertyScale) & InPropertyScale )


description: Cache this section's channel proxy


code: virtual void ImportEntityImpl ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * EntityLinker, const [UE::MovieScene::FEntityImportParams](API\Runtime\MovieScene\EntitySystem\FEntityImportParams) & Params, [UE::MovieScene::FImportedEntity](API\Runtime\MovieScene\EntitySystem\FImportedEntity) * OutImportedEntity )


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


description: Optional user-implementation function for populating an evaluation entity field

code: virtual bool PopulateEvaluationFieldImpl ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & EffectiveRange, const [FMovieSceneEvaluationFieldEntityMetaData](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationFieldEntity-_2) & InMetaData, [FMovieSceneEntityComponentFieldBuilder](API\Runtime\MovieScene\Evaluation\FMovieSceneEntityComponentFieldB-) * OutFieldBuilder )


code: void RemovePropertyScale ( int32 InIndex )


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

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


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


className: UTemplateSequenceSection

description: Defines the section for a template sequence track.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTemplateSequenceSection : public [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection)

PropertyScales

type: TArray<FTempla...


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

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


code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * AddNewTemplateSequenceSection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) KeyTime, [UTemplateSequence](API\Plugins\TemplateSequence\UTemplateSequence) * InSequence )


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

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


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

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


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


className: UTemplateSequenceTrack

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


code: virtual bool IsRelevantImpl &40; UMovieSceneEntitySystemLinker &42; InLinker &41; const


code: virtual void OnRun ( [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemTaskPrere-) & InPrerequisites, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemSubsequen-) & Subsequents )


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


className: UCameraAnimationBoundObjectInstantiator


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


className: UCameraAnimationEntitySystemLinker


description: Get the display name for this movie sequence


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


className: UCameraAnimationSequence

description: A template sequence specifically designed for playing on cameras.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UCameraAnimationSequence : public [UTemplateSequence](API\Plugins\TemplateSequence\UTemplateSequence)


className: bRegistered

code: static bool bRegistered;


description: Transform doesn't need to be a UPROPERTY because we register a custom getter/setter. This is because the sequence runtime expects that in order to use the intermediate transform struct.

code: const FTransform & GetTransform() const


description: Initialize this object's properties based on the given sequence's root object template

code: void Initialize ( [UTemplateSequence](API\Plugins\TemplateSequence\UTemplateSequence) * TemplateSequence )


description: Recompute camera and lens settings after each frame

code: void RecalcDerivedData()


description: Reset the properties of the stand-in every frame before animation

code: void Reset ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & ViewInfo, [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * Linker )


code: void SetTransform ( const FTransform & InTransform )


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


className: UCameraAnimationSequenceCameraStandIn

description: A dummy class that we give to a sequence in lieu of an actual camera actor.

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

AspectRatio

type: float

bConstrainAspectRatio

type: uint8:  1

FieldOfView

description: Camera component properties

Filmback

type: FCameraFilmback...

description: Cine camera component properties

FocusSettings

type: FCameraFocusSet...

LensSettings

type: FCameraLensSett...

PostProcessSettings

type: FPostProcessSet...


description: Cast this player instance as aUObjectif possible

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


description: Whether this player can update the camera cut

code: virtual bool CanUpdateCameraCut() const


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


description: Ends scrub mode

code: void EndScrubbing()


description: Gets the current play position in frames (display rate)


description: Get the duration of the current sequence in frames (display rate)


description: Access the evaluation template that we are playing back


description: Get the sequence display rate


description: Gets whether playback is looping

code: bool GetIsLooping() const


description: Get the sequence tick resolution


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

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


description: Obtain an object responsible for managing movie scene spawnables

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


description: Get the start frame of the current sequence


description: Get the current perspective viewport settings

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


description: Initializes this player with the given sequence

code: void Initialize ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence, int32 StartOffset )


description: Note that if StartOffset was set, the random start time will be chosen within the reduced (offset) playback range.

code: void Play ( bool bLoop, bool bRandomStartTime )


description: Jumps to the given time, in ticks

code: void Jump ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) NewPosition )


description: Resolve objects bound to the specified binding ID

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


description: Sets an object that can be used to bind everything in the sequence

code: void SetBoundObjectOverride ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


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


description: Set the perspective viewport settings

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


description: Sets the player in scrub mode

code: void StartScrubbing()


description: Stop playing the sequence

code: void Stop()


description: Advance play to the given time

code: void Update ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) NewPosition )


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

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


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


className: UCameraAnimationSequencePlayer

description: A lightweight sequence player for playing camera animation sequences.

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


description: Create a new linker setup for handling camera animation sequences

code: static [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * CreateLinker ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FName](API\Runtime\Core\UObject\FName) Name )


description: Get the camera animation sequence subsystem for the given world

code: static [UCameraAnimationSequenceSubsystem](API\Plugins\TemplateSequence\UCameraAnimationSequenceSubsyste-) * GetCameraAnimationSequenceSubsystem ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Called during garbage collection to determine if an object can have its destructor called on a worker thread.
true if this object's destructor is thread safe

code: virtual bool IsDestructionThreadSafe() const


description: Gets the system category for camera animation specific systems


description: Gets the Sequencer linker owned by this sybsystem

code: [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * GetLinker ( bool bAutoCreate )


description: Get's this subsystem's camera anim runner


description: Construct a new camera animation sequence subsystem

code: UCameraAnimationSequenceSubsystem()


description: Destroy the camera animation sequence subsystem


className: UCameraAnimationSequenceSubsystem

description: World subsystem that holds global objects for handling camera animation sequences.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCameraAnimationSequenceSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)


code: virtual bool IsRelevantImpl &40; UMovieSceneEntitySystemLinker &42; InLinker &41; const


code: virtual void OnRun ( [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemTaskPrere-) & InPrerequisites, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemSubsequen-) & Subsequents )


className: UCameraAnimationSpawnableSystem


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


code: virtual void GetShakePatternInfoImpl &40; FCameraShakeInfo & OutInfo &41; const


code: virtual bool IsFinishedImpl&40;&41; const


code: virtual void StartShakePatternImpl &40; const FCameraShakeStartParams & Params &41;


code: virtual void StopShakePatternImpl &40; const FCameraShakeStopParams & Params &41;


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


className: USequenceCameraShakePattern

description: A camera shake pattern that plays a sequencer animation.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USequenceCameraShakePattern : public [UCameraShakePattern](API\Runtime\Engine\Camera\UCameraShakePattern)

BlendInTime

description: Linear blend-in time.

BlendOutTime

description: Linear blend-out time.

bRandomSegment

description: When true, plays a random snippet of the sequence for RandomSegmentDuration seconds.

PlayRate

description: Scalar defining how fast to play the anim.

RandomSegmentDuration

description: When bRandomSegment is true, defines how long the sequence should play.

Scale

description: Scalar defining how "intense" to play the anim.

Sequence

type: TObjectPtr< cla...

description: Source camera animation sequence to play.


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

code: virtual bool AllowsSpawnableObjects() const


description: UnbindPossessableObjects

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


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

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


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

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


description: Gathers a collection of asset registry tag metadata

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


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

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


description: Get the display name for this movie sequence

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


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

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


description: Gets the object binding that corresponds to the root spawnable that serves as the template.


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

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


description: Gets the root spawnable object template.

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


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

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


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

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


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

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


description:
Performs fixup on loaded asset registry data. This function is called from inside the AssetRegistry CriticalSection. DO NOT CALL ASSETREGISTRY FUNCTIONS FROM THIS FUNCTION, IT WILL DEADLOCK. Note that this function is only called on Class Default Objects where the actual object instance data used to generate the asset data is not available.
Pointer to new asset data after fixup or nullptr if no fixup was required

code: virtual void PostLoadAssetRegistryTags ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTagsAndValuesToUpdate ) const


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

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


description: Unbinds specific objects from the provided GUID

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


description: BindPossessableObject

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


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer|Player", Meta=(WorldContext="WorldContextObject", DynamicOutputParam="OutActor")) static [UTemplateSequencePlayer](API\Plugins\TemplateSequence\UTemplateSequencePlayer) * CreateTemplateSequencePlayer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UTemplateSequence](API\Plugins\TemplateSequence\UTemplateSequence) * TemplateSequence, [FMovieSceneSequencePlaybackSettings](API\Runtime\MovieScene\FMovieSceneSequencePlaybackSetti-) Settings, [ATemplateSequenceActor](API\Plugins\TemplateSequence\ATemplateSequenceActor) *& OutActor )


className: UTemplateSequence

description: Movie scene animation that can be instanced multiple times inside a level sequence.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UTemplateSequence : public [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence)

BoundActorClass

type: TSoftClassPtr< ...

BoundActorComponents

type: TMap<FGuid,FN...

MovieScene

type: TObjectPtr<UMo...


description: Access the playback context for this movie scene player

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


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


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


description: IModuleInterfaceimplementation

module: TestFramework

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: FTestFrameworkModule

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


module: TestSamples


description: IModuleInterfaceimplementation


className: FTestSamplesModule

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


module: TetMeshing

code: [TVec3](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\TVec3) ComputeEdgeCutPos ( [TVec3](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\TVec3) APos, RealType AVal, [TVec3](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\TVec3) BPos, RealType BVal ) const


code: FGridPt &40; FIntVector3 Idx, bool bIsCenter &41;


className: FGridPtData

code: struct FGridPtData

bWarpProcessed

type: bool


description: Subclasses implement this to generate mesh

code: virtual [TIsosurfaceStuffing](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing) & Generate()


code: static RealType GetAlpha ( const [TVec3](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\TVec3) & APos, const [TVec3](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\TVec3) & BPos, const [TVec3](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\TVec3) & Between )


description: Delta should be 0 or 1 for each coordinate.

code: static constexpr int64 GetCornerEdgeTag ( FIntVector3 Delta )


code: FGridPt &40; int32 X, int32 Y, int32 Z, bool bIsCenter &41;


code: bool GetCutData ( int64 EdgeID, const [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) & A, const [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) & B, const [TVec3](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\TVec3) & APos, const [TVec3](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\TVec3) & BPos, int16 LabelA, int16 LabelB, RealType AlphaThreshold, [FCutData](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FCutData) & CutOut, RealType & AlphaOut )


description: Return a unique ID for the BCC edge connecting A to B (note: assumes A,B are connected in the BCC lattice)

code: static int64 GetEdgeID ( [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) A, [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) B )


code: static void GetEdges ( [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) Pt, int64 EdgeIDsOut, [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) OtherPtOut )


code: static int64 GetGridID ( const [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) & Pt )


code: static int64 GetGridID ( FIntVector3 Idx, bool bIsCenter )


code: static int64 GetGridID ( int32 X, int32 Y, int32 Z, bool bIsCenter )


code: [FGridPtData](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPtData) GetGridPtData ( const [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) & Pt, [TVec3](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\TVec3) & PosOut, bool bAllowWarp )


code: int32 GetOrAddCutVertex ( const [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) & A, const [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) & B )


description: In sum, the bits of an Edge ID are laid out as: [Bits 53-50: 'Tag' indicating which edge] [Bits 48-0: Point ID for a grid point attached to the edge] And Point ID is laid out as: [Bit 48: bIsCenter flag] [Bits 47-32: Z coord] [Bits 31-16: Y coord] [Bits 15-0: X coord]

code: static constexpr int64 GetMajorAxisEdgeTag ( int64 Axis )


description: Get grid coordinates s.t. Cell 0,0,0's center is at the minimum corner of Bounds.

code: [TVec3](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\TVec3) GetUnwarpedGridPos ( const [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) & Pt ) const


description: TODO: Update this for the multi-label case?

code: int16 ImplicitValueToLabel ( RealType Value ) const


description: TODO: Note this is incompatible with Lerp-based iso-surface finding.

code: RealType LabelToImplicitValue ( int16 Label ) const


description: TODO: should this take the pre-fetched edge data as well? Stuff output tetrahedra into the given background tetrahedron

code: void ProcessTet ( [FGridPt](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPt) Pts, [FGridPtData](API\Plugins\TetMeshing\Generate\TIsosurfaceStuffing\FGridPtData) Data )


description: Clear arrays so thatGenerate()can be run again

code: virtual void Reset()


code: typedef [UE::Math::TVector](API\Runtime\Core\Math\TVector)< RealType > TVec3


className: TIsosurfaceStuffing

code: template<typename RealType, [ERootFindingMethod](API\Plugins\TetMeshing\Generate\UE__Geometry__ERootFindingMethod) RootMethod> class TIsosurfaceStuffing : public [UE::Geometry::TTetMeshGenerator< RealType >](API\Plugins\TetMeshing\Generate\TTetMeshGenerator)

Bounds

description: Parameters for generation.

CellSize

type: RealType

ComputedCutPts

type: TMap< int64,FC...

ComputedGridPts

type: TMap< int64,FG...

Implicit

type: TFunction< Real...

description: Implicit is the implicit function defining the desired output shape, typically a fast winding or signed distance function It should be larger than IsoValue inside the desired shape, and smaller than IsoValue outside

RootModeSteps

description: Number of steps to take when root finding.


code: int32 AppendTet ( int32 A, int32 B, int32 C, int32 D, int32 TetID )


code: int32 AppendTetOriented ( FIntVector4 Tet, bool bFlipOrientation, int32 TetID )


description: Extends the various internal buffers to the correct sizes for the given additional element counts

code: void ExtendBufferSizes ( int32 AddVertices, int32 AddTriangles, int32 AddTets )


description: Set the various internal buffers to the correct sizes for the given element counts

code: void SetBufferSizes ( int32 NumVertices, int32 NumTetrahedra, bool bIncludeTetIDs, int32 NumTriangles, bool bIncludeTriangleIDs )


className: TTetMeshGenerator

description: Base class for tetrahedral mesh generators (eg like to generate sphere, cylinder, etc) Subclasses must implementGenerate()

code: template<typename RealType> class TTetMeshGenerator

bReverseOrientation

description: If true, reverse orientation of created mesh

TetIDs

type: TArray< int32 >

description: Optional array of tetrahedron IDs. If non-empty, should be same length as Tets array.

Tets

type: TArray< FIntVec...

description: Array of tetrahedron corner positions, stored as tuples of indices into Vertices array

TriangleIDs

description: Optional array of ID tags for triangles. If non-empty, should be same length as Triangles array.

Triangles

description: Optional array of triangle corner indices, which should correspond to faces of existing tetrahedra.

Vertices

description: Array of vertex positions


description: Forward declarations

code: namespace UE { namespace Geometry { enum ERootFindingMethod { Bisection, } } }


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

code: static [ITetMeshingPlugin](API\Plugins\TetMeshing\ITetMeshingPlugin) & Get()


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

code: static bool IsAvailable()


className: ITetMeshingPlugin

description: The public interface to this module

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


code: enum EText3DBevelType { Linear, HalfCircle, Convex, Concave, OneStep, TwoSteps, Engraved, }


code: enum EText3DCharacterEffectOrder { Normal, FromCenter, ToCenter, Opposite, }


code: enum EText3DHorizontalTextAlignment { Left, Center, Right, }


code: enum EText3DModifyFlags { None = 0, Layout = 1 << 0, Geometry = 1 << 1, Unfreeze = 1 << 2, All = Layout | Geometry | Unfreeze, }


code: enum EText3DVerticalTextAlignment { FirstLine, Top, Center, Bottom, }


code: FText3DDynamicData ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InIndices, const [TArray](API\Runtime\Core\Containers\TArray)< [FDynamicMeshVertex](API\Runtime\Engine\FDynamicMeshVertex) > & InVertices )


code: struct FText3DDynamicData

type: TArray<FDynami...


code: void Build ( class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, class [UMaterial](API\Runtime\Engine\Materials\UMaterial) * DefaultMaterial )


code: struct FText3DMesh : public [FText3DDynamicData](API\Plugins\Text3D\FText3DDynamicData)


className: operator&

code: constexpr [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) operator& ( [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) Lhs, [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) Rhs )


className: operator&=

code: [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) & operator&= ( [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) & Lhs, [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) Rhs )


className: operator~

code: constexpr [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) operator~ ( [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) E )


className: operator^

code: constexpr [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) operator^ ( [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) Lhs, [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) Rhs )


className: operator^=

code: [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) & operator^= ( [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) & Lhs, [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) Rhs )


className: operator!

code: constexpr bool operator! ( [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) E )


description: Returns Text3D subobject

code: UText3DComponent * GetText3DComponent() const


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Text3D), Meta=(DisplayName="Text 3D", ComponentWrapperClass)) class TEXT3AText3DActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


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

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Location") void SetLocationDistance ( FVector Distance )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Location") void SetLocationEnabled ( bool bEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Location") void SetLocationOrder ( [EText3DCharacterEffectOrder](API\Plugins\Text3D\EText3DCharacterEffectOrder) Order )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Location") void SetLocationProgress ( float Progress )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Location") void SetLocationRange ( float Range )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rotate") void SetRotateBegin ( FRotator Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rotate") void SetRotateEnd ( FRotator Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rotate") void SetRotateEnabled ( bool bEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rotate") void SetRotateOrder ( [EText3DCharacterEffectOrder](API\Plugins\Text3D\EText3DCharacterEffectOrder) Order )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rotate") void SetRotateProgress ( float Progress )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rotate") void SetRotateRange ( float Range )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Scale") void SetScaleBegin ( FVector Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Scale") void SetScaleEnabled ( bool bEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Scale") void SetScaleEnd ( FVector Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Scale") void SetScaleOrder ( [EText3DCharacterEffectOrder](API\Plugins\Text3D\EText3DCharacterEffectOrder) Order )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Scale") void SetScaleProgress ( float Progress )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Scale") void SetScaleRange ( float Range )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Text3D), HideCategories=(Collision, Tags, Activation, Cooking), Meta=(BlueprintSpawnableComponent)) class TEXT3UText3DCharacterTransform : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

LocationDistance

type: FVector

LocationProgress

type: float

RotateBegin

type: FRotator


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: Get the value of CastShadow.

code: bool CastsShadow() const


description: Clears all generated components and meshes from this component.

code: void ClearTextMesh()


description: Will be called when text geometry is generated. Override it to customize text formatting in the final geometry, without affecting the Text property. UseGetFormattedText()to retrieve aFTextwith the result of this formatting.

code: virtual void FormatText ( [FText](API\Runtime\Core\Internationalization\FText) & InOutText ) const


className: FTextGenerated

description: Delegate called after text is rebuilt

code: class FTextGenerated


className: FTextGeneratedNative

description: Delegate called after text is rebuilt

code: typedef TMulticastDelegate_NoParams< void > FTextGeneratedNative


description: Get the text back material

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetBackMaterial() const


description: Get the 3d bevel value

code: float GetBevel() const


description: Get the text bevel material

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetBevelMaterial() const


description: Get the amount of segments that will be used to tessellate the Bevel

code: int32 GetBevelSegments() const


Get the 3d bevel type


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D") void GetBounds ( FVector & Origin, FVector & BoxExtent )


description: Get the text extrusion size and signal the primitives to be rebuilt

code: float GetExtrude() const


description: Get the text extrude material

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetExtrudeMaterial() const


description: Get the text font and signal the primitives to be rebuilt

code: const [UFont](API\Runtime\Engine\Engine\UFont) * GetFont() const


description: Get the text front material

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetFrontMaterial() const


Returns the Text property, after being formatted by the FormatText virtual function. If FormatText is not overriden, the returnFTextwill be the same as the Text property.


Gets the number of font glyphs that are currently used


description: Gets theUSceneComponentthat a glyph is attached to

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D") [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetGlyphKerningComponent ( int32 Index )


description: Gets all the glyph kerning components

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D") const [TArray](API\Runtime\Core\Containers\TArray)< [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * > & GetGlyphKerningComponents()


description: Gets the StaticMeshComponent of a glyph

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D") [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetGlyphMeshComponent ( int32 Index )


description: Gets all the glyph meshes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D") const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > & GetGlyphMeshComponents()


Get the horizontal alignment value and signal the primitives to be rebuilt


description: Get the kerning value and signal the primitives to be rebuilt

code: float GetKerning() const


description: Get the line spacing value and signal the primitives to be rebuilt

code: float GetLineSpacing() const


description: Get the Maximum Height - If height is larger, mesh will scale down to fit MaxHeight value

code: float GetMaxHeight() const


description: Get the Maximum Width - If width is larger, mesh will scale down to fit MaxWidth value

code: float GetMaxWidth() const


description: Get the text value and signal the primitives to be rebuilt

code: const [FText](API\Runtime\Core\Internationalization\FText) & GetText() const


description: Get the outline width.

code: float GetOutlineExpand() const


Gets the scale of actual text geometry, taking into account MaxWidth and MaxHeight constraints. This function will NOT return the component scale


Get the vertical alignment and signal the primitives to be rebuilt


description: Get the word spacing value and signal the primitives to be rebuilt

code: float GetWordSpacing() const


description: Whether a maximum height is specified

code: bool HasMaxHeight() const


description: Whether a maximum width is specified

code: bool HasMaxWidth() const


description: Get whether an outline is applied.

code: bool HasOutline() const


description: Freeze mesh rebuild, to avoid unnecessary mesh rebuilds when setting a few properties together

code: bool IsFrozen() const


description: Intercept and propagate a change on this component to all children.

code: virtual void OnHiddenInGameChanged()


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()


code: virtual void OnVisibilityChanged()


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

code: virtual void PostLoad()


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

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


description: Unlike PostEditUndo (which is called for any object in the transaction), this is only called on objects that are actually changed by the transaction.

code: virtual void PostTransacted ( const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionEvent )


description: Manually update the geometry, ignoring RefreshOnChange (but still accounting for the Freeze flag)

code: void Rebuild()


description: Get whether to allow automatic refresh/mesh generation

code: bool RefreshesOnChange() const


description: Get if the mesh should scale proportionally when Max Width/Height is set

code: bool ScalesProportionally() const


description: Set the text back material

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetBackMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Value )


description: Set the 3d bevel value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetBevel ( const float Value )


description: Set the text bevel material

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetBevelMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Value )


description: Set the amount of segments that will be used to tessellate the Bevel

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetBevelSegments ( const int32 Value )


description: Set the value of CastShadow.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetCastShadow ( bool NewCastShadow )


description: Set the 3d bevel type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetBevelType ( const [EText3DBevelType](API\Plugins\Text3D\EText3DBevelType) Value )


description: Set the text extrusion size and signal the primitives to be rebuilt

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetExtrude ( const float Value )


description: Set the text font and signal the primitives to be rebuilt

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetFont ( [UFont](API\Runtime\Engine\Engine\UFont) * InFont )


description: Set the text extrude material

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetExtrudeMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetFreeze ( const bool bFreeze )


description: Set the text front material

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetFrontMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Value )


description: Enable / Disable a Maximum Width

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetHasMaxWidth ( const bool Value )


description: Enable / Disable a Maximum Height

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetHasMaxHeight ( const bool Value )


description: Set whether an outline is applied.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetHasOutline ( const bool bValue )


description: Set the horizontal alignment value and signal the primitives to be rebuilt

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetHorizontalAlignment ( const [EText3DHorizontalTextAlignment](API\Plugins\Text3D\EText3DHorizontalTextAlignment) value )


description: Set the kerning value and signal the primitives to be rebuilt

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetKerning ( const float Value )


description: Set the line spacing value and signal the primitives to be rebuilt

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetLineSpacing ( const float Value )


description: Set the Maximum Height - If height is larger, mesh will scale down to fit MaxHeight value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetMaxHeight ( const float Value )


description: Set the Maximum Width - If width is larger, mesh will scale down to fit MaxWidth value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetMaxWidth ( const float Value )


description: Set the outline width.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetOutlineExpand ( const float Value )


description: Set whether to allow automatic refresh/mesh generation

code: void SetRefreshOnChange ( const bool Value )


description: Set if the mesh should scale proportionally when Max Width/Height is set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetScaleProportionally ( const bool Value )


description: Set the text value and signal the primitives to be rebuilt

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetText ( const [FText](API\Runtime\Core\Internationalization\FText) & Value )


description: Set the vertical alignment and signal the primitives to be rebuilt

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetVerticalAlignment ( const [EText3DVerticalTextAlignment](API\Plugins\Text3D\EText3DVerticalTextAlignment) value )


description: Set the word spacing value and signal the primitives to be rebuilt

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Rendering|Components|Text3D", Meta=(DeprecatedFunction, DeprecationMessage="Set the property directly")) void SetWordSpacing ( const float Value )


description: Can be used to force an internal geometry and/or layout rebuild

code: void TriggerInternalRebuild ( const [EText3DModifyFlags](API\Plugins\Text3D\EText3DModifyFlags) InModifyFlags )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Text3D), Meta=(BlueprintSpawnableComponent)) class TEXT3UText3DComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

BackMaterial

type: TObjectPtr<UMa...

description: Material for the back part

bCastShadow

description: Controls whether the text glyphs should cast a shadow or not.

Bevel

description: Size of bevel

BevelMaterial

description: Material for the bevel part

BevelSegments

description: Bevel Segments (Defines the amount of tesselation for the bevel part)

BevelType

description: Bevel Type

bHasMaxHeight

description: Enables a maximum height to the 3D Text

bHasMaxWidth

description: Enables a maximum width to the 3D Text

bOutline

description: Generate Outline

bRefreshOnChange

description: Whether to allow automatic refresh/mesh generation

bScaleProportionally

description: Should the mesh scale proportionally when Max Width/Height is set

Extrude

description: Size of the extrude

ExtrudeMaterial

description: Material for the extruded part

Font

type: TObjectPtr<UFo...

description: Text font

FrontMaterial

description: Material for the front part

HorizontalAlignment

description: Horizontal text alignment

Kerning

description: Text kerning

LineSpacing

description: Extra line spacing

MaxHeight

description: Sets a maximum height to the 3D Text

MaxWidth

description: Sets a maximum width to the 3D Text

OutlineExpand

description: Outline expand/offset amount

Text

type: FText

description: The text to generate a 3d mesh

VerticalAlignment

description: Vertical text alignment

WordSpacing

description: Extra word spacing


code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FText3DPolygonGroup](API\Plugins\Text3D\FText3DPolygonGroup), [TFixedAllocator](API\Runtime\Core\Containers\TFixedAllocator)< static_cast< int32 >(EText3DGroupType::TypeCount)>> TText3DGroupList


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()


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

code: virtual void StartupModule()


code: class FText3DEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Editor) class UActorFactoryText3D : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


description: Activates the TTS system and does the necessary set up. CallsOnActivated()at the end of set up. OverrideOnActivated()in child classes to provide additional set up.

module: TextToSpeech

code: void Activate()


description: Deactivates the TTS and performs tear down.OnDeactivated()called at the start of tear down. OverrideOnDeactivated()in child classes to provide additional tear down.

code: void Deactivate()


className: FOnTextToSpeechFinishSpeaking

description: A delegate that fires when the underlying text to speech has successfully finished speaking the requested string

code: typedef TBaseDelegate_NoParams< void > FOnTextToSpeechFinishSpeaking


description: Returns the ID associated with this text to speech object


description: Returns the current speech rate strings are spoken at. Value is between 0 and 1.0f.

code: virtual float GetRate() const


description: Returns the current volume being spoken at. Value is between 0 and 1.0f.

code: virtual float GetVolume() const


className: InvalidTextToSpeechId

code: static const [TextToSpeechId](API\Plugins\TextToSpeech\GenericPlatform\TextToSpeechId) InvalidTextToSpeechId = -1;


description: Returns true if the TTS is active. Else false.

code: bool IsActive() const


description: Returns true if the TTS is muted. Else false.

code: bool IsMuted() const


description: Returns true if any string is currently being spoken, else false.

code: bool IsSpeaking() const


description: Mutes the TTS so no synthesized speech is audible

code: virtual void Mute()


description: Called at the end ofActivate()Override in child classes to provide additional set up.

code: virtual void OnActivated()


description: Called at the start ofDeactivate()Override in child classes to provide additional tear down

code: virtual void OnDeactivated()


description: This should only be called by text to speech implementations to signal that a requessted string has successfully finished speaking. Note that this should not be invoked when the spoken string is interrupted or stopped.


description: Sets the flag for whether the TTS is muted

code: void SetMuted ( bool bInMuted )


description: Sets the current speech rate strings should be spoken at. Clamps to 0 and 1.0f.

code: virtual void SetRate ( float InRate )


description: Sets the TextToSpeechFinishedSpeakingDelegate

code: void SetTextToSpeechFinishedSpeakingDelegate ( const [FOnTextToSpeechFinishSpeaking](API\Plugins\TextToSpeech\GenericPlatform\FTextToSpeechBase\FOnTextToSpeechF-) & Delegate )


description: Sets the volume for strings to be spoken at. Clamps to 0 and 1.0f.

code: virtual void SetVolume ( float InVolume )


description: Immediately speaks the requested string. If another string is being spoken by the TTS, the current string will immediately be stopped before the requested string is spoken. Note: Passing in long sentences or paragraphs are not recommended. Split the paragraph into shorter sentences and register with the OnTextToSpeechFinishSpeakingDelegate to pass in the next chunk.

code: void Speak ( const [FString](API\Runtime\Core\Containers\FString) & InStringToSpeak )


description: Immediately stops speaking the current string being spoken

code: void StopSpeaking()


description: Unmutes the TTS so requests to speak strings are audible again.

code: virtual void Unmute()


code: virtual ~FTextToSpeechBase()


className: FTextToSpeechBase

description: Abstract base class for all text to speech engines. Subclass for each new speech synthesis method to be used. Text to speech takes in anFStringand synthesizes audio data based on the text using the underlying speech synthesizer.

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


description: Creates an instance of a text to speech object. It is advised to only have 1 TTS as multiple TTS can speak over each other. Callers are responsible for managing the lifetime of the TTS


code: virtual ~ITextToSpeechFactory()


className: ITextToSpeechFactory

description: Abstract base class for all factories that create text to speech objects. Platform default factories have already been provided for all allowed platforms for this plugin. Inherit from this class and register it with the text to speech module to create your own custom text to speech objects See ITextToSpeechModule.h for more details.

code: class ITextToSpeechFactory


className: TextToSpeechId

code: typedef int8 TextToSpeechId


description: Get this module and load it if required.

code: static [ITextToSpeechModule](API\Plugins\TextToSpeech\ITextToSpeechModule) & Get()


description: Returns the user set text to speech factory. This can be null if no user text to speech factory has been set. It's up to the user to check the returned factory is valid.


description: Returns the factory that creates the platform default text to speech object. For all allowed platforms, this is guaranteed to be valid.


description: ITextToSpeechFactory

code: void SetCustomFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITextToSpeechFactory](API\Plugins\TextToSpeech\GenericPlatform\ITextToSpeechFactory) > & InFactory )


className: ITextToSpeechModule

description: The module for text to speech. Access this class via the singletonGet()convenience function. Use this class to get and set text to speech factories for creating text to speech objects. A platform default text to speech factory will be created for all allowed platforms for this plugin. Users can subclass fromITextToSpeechFactoryand set their own custom factory if desired. Samples:TSharedRefMyPlatformTTS =ITextToSpeechModule::Get().GetPlatformFactory()->Create(); TSharedRefMyTTSFactory = MakeShared();ITextToSpeechModule::Get().SetCustomFactory(MyTTSFactory);TSharedRefMyCustomTTS = ITextToSharedModule::Get().GetCustomFactory()->Create();

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


description: Activates all text to speech channels to accept requests for text to speech functionality.