Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Public/LevelSequenceBurnIn.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

51 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Templates/SubclassOf.h"
#include "LevelSequencePlayer.h"
#include "LevelSequenceActor.h"
#include "Blueprint/UserWidget.h"
#include "LevelSequenceBurnIn.generated.h"
/**
* Base class for level sequence burn ins
*/
UCLASS()
class LEVELSEQUENCE_API ULevelSequenceBurnIn : public UUserWidget
{
public:
GENERATED_BODY()
ULevelSequenceBurnIn(const FObjectInitializer& ObjectInitializer);
/** Initialize this burn in */
void TakeSnapshotsFrom(ALevelSequenceActor& InActor);
/** Called when this burn in is receiving its settings */
UFUNCTION(BlueprintImplementableEvent, Category="Burn In")
void SetSettings(UObject* InSettings);
/** Get the settings class to use for this burn in */
UFUNCTION(BlueprintNativeEvent, Category="Burn In")
TSubclassOf<ULevelSequenceBurnInInitSettings> GetSettingsClass() const;
virtual TSubclassOf<ULevelSequenceBurnInInitSettings> GetSettingsClass_Implementation() const { return nullptr; }
protected:
/** Called as part of the game tick loop when the sequence has been updated */
void OnSequenceUpdated(const UMovieSceneSequencePlayer& Player, FFrameTime CurrentTime, FFrameTime PreviousTime);
protected:
/** Snapshot of frame information. */
UPROPERTY(BlueprintReadOnly, Category="Burn In")
FLevelSequencePlayerSnapshot FrameInformation;
/** The actor to get our burn in frames from */
UPROPERTY(BlueprintReadOnly, Category="Burn In")
TObjectPtr<ALevelSequenceActor> LevelSequenceActor;
};