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#jira UE-197922 #rb andrew.rodham #noqatesting #lockdown aaron.dittmann, scott.lindeneau, corey.novich, dan.nottingham [CL 28973413 by max chen in ue5-main branch]
28 lines
868 B
C++
28 lines
868 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LevelSequenceBurnIn.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(LevelSequenceBurnIn)
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ULevelSequenceBurnIn::ULevelSequenceBurnIn( const FObjectInitializer& ObjectInitializer )
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: Super(ObjectInitializer)
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{
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}
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void ULevelSequenceBurnIn::TakeSnapshotsFrom(ALevelSequenceActor& InActor)
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{
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LevelSequenceActor = &InActor;
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ULevelSequencePlayer* SequencePlayer = InActor.GetSequencePlayer();
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if (ensure(SequencePlayer))
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{
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SequencePlayer->OnSequenceUpdated().AddUObject(this, &ULevelSequenceBurnIn::OnSequenceUpdated);
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SequencePlayer->TakeFrameSnapshot(FrameInformation);
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}
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}
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void ULevelSequenceBurnIn::OnSequenceUpdated(const UMovieSceneSequencePlayer& Player, FFrameTime CurrentTime, FFrameTime PreviousTime)
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{
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static_cast<const ULevelSequencePlayer&>(Player).TakeFrameSnapshot(FrameInformation);
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}
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