// Copyright Epic Games, Inc. All Rights Reserved. #include "LevelSequenceBurnIn.h" ULevelSequenceBurnIn::ULevelSequenceBurnIn( const FObjectInitializer& ObjectInitializer ) : Super(ObjectInitializer) { } void ULevelSequenceBurnIn::TakeSnapshotsFrom(ALevelSequenceActor& InActor) { LevelSequenceActor = &InActor; if (ensure(InActor.SequencePlayer)) { InActor.SequencePlayer->OnSequenceUpdated().AddUObject(this, &ULevelSequenceBurnIn::OnSequenceUpdated); InActor.SequencePlayer->TakeFrameSnapshot(FrameInformation); } } void ULevelSequenceBurnIn::OnSequenceUpdated(const UMovieSceneSequencePlayer& Player, FFrameTime CurrentTime, FFrameTime PreviousTime) { static_cast(Player).TakeFrameSnapshot(FrameInformation); }