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At runtime, you can now invoke these commands: Sequencer Play PlaybackSequence Sequencer Pause PlaybackSequence Sequencer Stop PlaybackSequence Sequencer SetPlaybackPosition PlaybackSequence FrameNumber Sequencer PlayTo PlaybackSequence FrameNumber Sequencer SetCkockSource PlaybackSequence PlayEveryFrame #preflight 6136ee48d9c85a000100d865 #ROBOMERGE-AUTHOR: max.chen #ROBOMERGE-SOURCE: CL 17449329 via CL 17910575 via CL 18360650 via CL 18360803 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18360863 by max chen in ue5-release-engine-test branch]
36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Misc/CoreMisc.h"
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#include "ILevelSequenceModule.h"
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DECLARE_LOG_CATEGORY_EXTERN(LogLevelSequence, Log, All);
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/**
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* Implements the LevelSequence module.
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*/
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class FLevelSequenceModule : public ILevelSequenceModule, public FSelfRegisteringExec
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{
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public:
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// IModuleInterface interface
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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// FSelfRegisteringExec interface
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virtual bool Exec(class UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override;
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// ILevelSequenceModule interface
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virtual FDelegateHandle RegisterObjectSpawner(FOnCreateMovieSceneObjectSpawner InOnCreateMovieSceneObjectSpawner) override;
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virtual void GenerateObjectSpawners(TArray<TSharedRef<IMovieSceneObjectSpawner>>& OutSpawners) const override;
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virtual void UnregisterObjectSpawner(FDelegateHandle InHandle) override;
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public:
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/** List of object spawner delegates used to extend the spawn register */
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TArray< FOnCreateMovieSceneObjectSpawner > OnCreateMovieSceneObjectSpawnerDelegates;
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/** Internal delegate handle used for spawning actors */
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FDelegateHandle OnCreateMovieSceneObjectSpawnerDelegateHandle;
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};
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