Files
UnrealEngineUWP/Engine/Source/Runtime/MovieSceneCapture/Public/MovieSceneCaptureEnvironment.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

46 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "UObject/ScriptMacros.h"
#include "MovieSceneCaptureEnvironment.generated.h"
class UMovieSceneCaptureProtocolBase;
UCLASS()
class MOVIESCENECAPTURE_API UMovieSceneCaptureEnvironment : public UObject
{
public:
GENERATED_BODY()
/** Get the frame number of the current capture */
UFUNCTION(BlueprintPure, Category="Cinematics|Capture")
static int32 GetCaptureFrameNumber();
/** Get the total elapsed time of the current capture in seconds */
UFUNCTION(BlueprintPure, Category="Cinematics|Capture")
static float GetCaptureElapsedTime();
/**
* Return true if there is any capture currently active (even in a warm-up state).
* Useful for checking whether to do certain operations in BeginPlay
*/
UFUNCTION(BlueprintCallable, Category="Cinematics|Capture")
static bool IsCaptureInProgress();
/**
* Attempt to locate a capture protocol - may not be in a capturing state
*/
UFUNCTION(BlueprintCallable, Category="Cinematics|Capture")
static UMovieSceneImageCaptureProtocolBase* FindImageCaptureProtocol();
/**
* Attempt to locate a capture protocol - may not be in a capturing state
*/
UFUNCTION(BlueprintCallable, Category = "Cinematics|Capture")
static UMovieSceneAudioCaptureProtocolBase* FindAudioCaptureProtocol();
};