Files
UnrealEngineUWP/Engine/Source/Runtime/LiveLinkInterface/Private/LiveLinkSourceSettings.cpp
patrick boutot 6ba997225a Add EvaluateFrameFromSource_AnyThread to LiveLink to evaluate a specific subject. Used for debugging. When requesting if a source is enabled, you can ask for the snapshot (took during the start of the frame) or the current value.
Change LiveLink client tick order to tick at the start of the frame.
Request the live enabled in LiveLinkUI
Change TimecodeSync tick order to after the frame.
Change LiveLink buffering system.
Add unit to livelink setting properties.
Add interpolation with timecode to LiveLink
#rb simon.therriault
#jira UE-78355

#ROBOMERGE-SOURCE: CL 7773624 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v385-7708028)

[CL 7773637 by patrick boutot in Main branch]
2019-08-05 15:17:08 -04:00

36 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "LiveLinkSourceSettings.h"
#include "UObject/EnterpriseObjectVersion.h"
void ULiveLinkSourceSettings::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
Ar.UsingCustomVersion(FEnterpriseObjectVersion::GUID);
}
#if WITH_EDITOR
bool ULiveLinkSourceSettings::CanEditChange(const UProperty* InProperty) const
{
if (Super::CanEditChange(InProperty))
{
if (InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FLiveLinkSourceBufferManagementSettings, TimecodeFrameOffset)
|| InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FLiveLinkSourceBufferManagementSettings, TimecodeFrameRate)
|| InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FLiveLinkSourceBufferManagementSettings, ValidTimecodeFrame))
{
return Mode == ELiveLinkSourceMode::Timecode;
}
if (InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FLiveLinkSourceBufferManagementSettings, ValidEngineTime)
|| InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FLiveLinkSourceBufferManagementSettings, EngineTimeOffset))
{
return Mode == ELiveLinkSourceMode::EngineTime;
}
return true;
}
return false;
}
#endif //WITH_EDITOR