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#rb none #ROBOMERGE-AUTHOR: andrew.rodham #ROBOMERGE-SOURCE: CL 19849791 via CL 19849836 via CL 19861052 via CL 19861138 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014) [CL 19869756 by andrew rodham in ue5-main branch]
113 lines
4.1 KiB
C++
113 lines
4.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreTypes.h"
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#include "Engine/Blueprint.h"
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#include "Engine/BlueprintGeneratedClass.h"
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#include "MovieSceneSequenceID.h"
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#include "MovieSceneObjectBindingID.h"
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#include "Misc/QualifiedFrameTime.h"
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#include "LevelSequenceDirector.generated.h"
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class IMovieScenePlayer;
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class ULevelSequencePlayer;
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UCLASS(Blueprintable)
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class LEVELSEQUENCE_API ULevelSequenceDirector : public UObject
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{
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public:
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GENERATED_BODY()
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/** Called when this director is created */
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UFUNCTION(BlueprintImplementableEvent, Category="Sequencer")
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void OnCreated();
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/**
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* Get the current time for the outermost (root, or master) sequence
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* @return The current playback position of the master sequence
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*/
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UFUNCTION(BlueprintCallable, Category = "Sequencer|Director")
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FQualifiedFrameTime GetMasterSequenceTime() const;
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/**
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* Get the current time for this director's sub-sequence (or the master sequence, if this is a master sequence director)
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* @return The current playback position of this director's sequence
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*/
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UFUNCTION(BlueprintCallable, Category = "Sequencer|Director")
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FQualifiedFrameTime GetCurrentTime() const;
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/**
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* Resolve the bindings inside this sub-sequence that relate to the specified ID
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* @note: ObjectBinding should be constructed from the same sequence as this Sequence Director's owning Sequence (see the GetSequenceBinding node)
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*
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* @param ObjectBinding The ID for the object binding inside this sub-sequence or one of its children to resolve
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*/
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UFUNCTION(BlueprintCallable, Category="Sequencer|Director")
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TArray<UObject*> GetBoundObjects(FMovieSceneObjectBindingID ObjectBinding);
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/**
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* Resolve the first valid binding inside this sub-sequence that relates to the specified ID
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* @note: ObjectBinding should be constructed from the same sequence as this Sequence Director's owning Sequence (see the GetSequenceBinding node)
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*
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* @param ObjectBinding The ID for the object binding inside this sub-sequence or one of its children to resolve
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*/
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UFUNCTION(BlueprintCallable, Category="Sequencer|Director")
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UObject* GetBoundObject(FMovieSceneObjectBindingID ObjectBinding);
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/**
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* Resolve the actor bindings inside this sub-sequence that relate to the specified ID
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* @note: ObjectBinding should be constructed from the same sequence as this Sequence Director's owning Sequence (see the GetSequenceBinding node)
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*
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* @param ObjectBinding The ID for the object binding inside this sub-sequence or one of its children to resolve
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*/
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UFUNCTION(BlueprintCallable, Category="Sequencer|Director")
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TArray<AActor*> GetBoundActors(FMovieSceneObjectBindingID ObjectBinding);
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/**
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* Resolve the first valid Actor binding inside this sub-sequence that relates to the specified ID
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* @note: ObjectBinding should be constructed from the same sequence as this Sequence Director's owning Sequence (see the GetSequenceBinding node)
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*
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* @param ObjectBinding The ID for the object binding inside this sub-sequence or one of its children to resolve
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*/
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UFUNCTION(BlueprintCallable, Category="Sequencer|Director")
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AActor* GetBoundActor(FMovieSceneObjectBindingID ObjectBinding);
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/*
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* Get the current sequence that this director is playing back within
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*/
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UFUNCTION(BlueprintCallable, Category="Sequencer|Director")
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UMovieSceneSequence* GetSequence();
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public:
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virtual UWorld* GetWorld() const override;
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/** Pointer to the player that's playing back this director's sequence. Only valid in game or in PIE/Simulate. */
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UPROPERTY(BlueprintReadOnly, Category="Cinematics")
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TObjectPtr<ULevelSequencePlayer> Player;
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/** The Sequence ID for the sequence this director is playing back within - has to be stored as an int32 so that it is reinstanced correctly*/
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UPROPERTY()
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int32 SubSequenceID;
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/** Native player interface index - stored by index so that it can be reinstanced correctly */
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UPROPERTY()
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int32 MovieScenePlayerIndex;
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};
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UCLASS()
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class ULegacyLevelSequenceDirectorBlueprint : public UBlueprint
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{
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GENERATED_BODY()
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ULegacyLevelSequenceDirectorBlueprint(const FObjectInitializer& ObjInit)
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: Super(ObjInit)
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{
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ParentClass = ULevelSequenceDirector::StaticClass();
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}
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}; |