Files
UnrealEngineUWP/Engine/Source/Runtime/MovieSceneCapture/Public/LevelCapture.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

44 lines
1.3 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Misc/Guid.h"
#include "MovieSceneCapture.h"
#include "LevelCapture.generated.h"
class AActor;
class FSceneViewport;
UCLASS()
class MOVIESCENECAPTURE_API ULevelCapture : public UMovieSceneCapture
{
public:
ULevelCapture(const FObjectInitializer&);
GENERATED_BODY()
/** Specifies whether the capture should start immediately, or whether it will be invoked externally (through StartMovieCapture/StopMovieCapture exec commands) */
UPROPERTY(EditAnywhere, Category=General)
bool bAutoStartCapture;
/** Specify a prerequisite actor that must be set up before we start capturing */
void SetPrerequisiteActor(AActor* Prereq);
virtual void Initialize(TSharedPtr<FSceneViewport> InViewport, int32 PIEInstance = -1) override;
virtual void Tick(float DeltaSeconds) override;
private:
/** Specify a prerequisite actor that must be set up before we start capturing */
TWeakObjectPtr<AActor> PrerequisiteActor;
/** Copy of the ID from PrerequisiteActor. Required because JSON serialization exports the path of the object, rather that its GUID */
UPROPERTY()
FGuid PrerequisiteActorId;
/** PIE instance index that we are capturing with */
int32 PIECaptureInstance;
};