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Class MatineeActor

Matinee Actor

Inheritance
System.Object
UObject
Actor
MatineeActor
MatineeActorCameraAnim
Inherited Members
Actor.K2_OnBecomeViewTarget
Actor.K2_OnEndViewTarget
Actor.K2_OnReset
Actor.ReceiveActorBeginCursorOver
Actor.ReceiveActorBeginOverlap
Actor.ReceiveActorEndCursorOver
Actor.ReceiveActorEndOverlap
Actor.ReceiveActorOnClicked
Actor.ReceiveActorOnInputTouchBegin
Actor.ReceiveActorOnInputTouchEnd
Actor.ReceiveActorOnInputTouchEnter
Actor.ReceiveActorOnInputTouchLeave
Actor.ReceiveActorOnReleased
Actor.ReceiveAnyDamage
Actor.ReceiveBeginPlay
Actor.ReceiveDestroyed
Actor.ReceiveEndPlay
Actor.ReceiveHit
Actor.ReceivePointDamage
Actor.ReceiveRadialDamage
Actor.ReceiveTick
Actor.UserConstructionScript
Actor.ActorHasTag(Name)
Actor.AddComponent(Name, Boolean, Transform, UObject)
Actor.AddTickPrerequisiteActor(Actor)
Actor.AddTickPrerequisiteComponent(ActorComponent)
Actor.DetachRootComponentFromParent(Boolean)
Actor.DisableInput(PlayerController)
Actor.EnableInput(PlayerController)
Actor.FlushNetDormancy()
Actor.ForceNetUpdate()
Actor.GetActorBounds(Boolean)
Actor.GetActorEnableCollision()
Actor.GetActorEyesViewPoint()
Actor.GetActorForwardVector()
Actor.GetActorLabel()
Actor.GetActorRelativeScale3D()
Actor.GetActorRightVector()
Actor.GetActorScale3D()
Actor.GetActorTickInterval()
Actor.GetActorTimeDilation()
Actor.GetActorUpVector()
Actor.GetAllChildActors(Boolean)
Actor.GetAttachedActors()
Actor.GetAttachParentActor()
Actor.GetAttachParentSocketName()
Actor.GetComponentByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByTag(SubclassOf<ActorComponent>, Name)
Actor.GetDistanceTo(Actor)
Actor.GetDotProductTo(Actor)
Actor.GetFolderPath(Name)
Actor.GetGameTimeSinceCreation()
Actor.GetHorizontalDistanceTo(Actor)
Actor.GetHorizontalDotProductTo(Actor)
Actor.GetInputAxisKeyValue(Key)
Actor.GetInputAxisValue(Name)
Actor.GetInputVectorAxisValue(Key)
Actor.GetInstigator()
Actor.GetInstigatorController()
Actor.GetLifeSpan()
Actor.GetLocalRole()
Actor.GetOverlappingActors(SubclassOf<Actor>)
Actor.GetOverlappingComponents()
Actor.GetOwner()
Actor.GetParentActor()
Actor.GetParentComponent()
Actor.GetRemoteRole()
Actor.GetSquaredDistanceTo(Actor)
Actor.GetTickableWhenPaused()
Actor.GetTransform()
Actor.GetVelocity()
Actor.GetVerticalDistanceTo(Actor)
Actor.HasAuthority()
Actor.IsActorBeingDestroyed()
Actor.IsActorTickEnabled()
Actor.IsChildActor()
Actor.IsEditable()
Actor.IsHiddenEd()
Actor.IsHiddenEdAtStartup()
Actor.IsOverlappingActor(Actor)
Actor.IsSelectable()
Actor.IsTemporarilyHiddenInEditor(Boolean)
Actor.K2_AddActorLocalOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorLocalRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorLocalTransform(Transform, Boolean, Boolean)
Actor.K2_AddActorWorldOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorWorldRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorWorldTransform(Transform, Boolean, Boolean)
Actor.K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)
Actor.K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)
Actor.K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_DestroyActor()
Actor.K2_DestroyComponent(ActorComponent)
Actor.K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)
Actor.K2_GetActorLocation()
Actor.K2_GetActorRotation()
Actor.K2_GetRootComponent()
Actor.K2_SetActorLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeTransform(Transform, Boolean, Boolean)
Actor.K2_SetActorRotation(Rotator, Boolean)
Actor.K2_SetActorTransform(Transform, Boolean, Boolean)
Actor.K2_TeleportTo(Vector, Rotator)
Actor.MakeMIDForMaterial(MaterialInterface)
Actor.MakeNoise(Single, Pawn, Vector, Single, Name)
Actor.PrestreamTextures(Single, Boolean, Int32)
Actor.RemoveTickPrerequisiteActor(Actor)
Actor.RemoveTickPrerequisiteComponent(ActorComponent)
Actor.SetActorEnableCollision(Boolean)
Actor.SetActorHiddenInGame(Boolean)
Actor.SetActorLabel(String, Boolean)
Actor.SetActorRelativeScale3D(Vector)
Actor.SetActorScale3D(Vector)
Actor.SetActorTickEnabled(Boolean)
Actor.SetActorTickInterval(Single)
Actor.SetFolderPath(Name)
Actor.SetIsTemporarilyHiddenInEditor(Boolean)
Actor.SetLifeSpan(Single)
Actor.SetNetDormancy(Byte)
Actor.SetOwner(Actor)
Actor.SetReplicateMovement(Boolean)
Actor.SetReplicates(Boolean)
Actor.SetTickableWhenPaused(Boolean)
Actor.SetTickGroup(Byte)
Actor.SnapRootComponentTo(Actor, Name)
Actor.TearOff()
Actor.WasRecentlyRendered(Single)
Actor.PrimaryActorTick
Actor.bHidden
Actor.bNetTemporary
Actor.bNetStartup
Actor.bOnlyRelevantToOwner
Actor.bAlwaysRelevant
Actor.bReplicateMovement
Actor.bTearOff
Actor.bExchangedRoles
Actor.bNetLoadOnClient
Actor.bNetUseOwnerRelevancy
Actor.bRelevantForNetworkReplays
Actor.bReplayRewindable
Actor.bAllowTickBeforeBeginPlay
Actor.bAutoDestroyWhenFinished
Actor.bBlockInput
Actor.bCanBeDamaged
Actor.bCollideWhenPlacing
Actor.bFindCameraComponentWhenViewTarget
Actor.bGenerateOverlapEventsDuringLevelStreaming
Actor.bIgnoresOriginShifting
Actor.bEnableAutoLODGeneration
Actor.bIsEditorOnlyActor
Actor.bActorSeamlessTraveled
Actor.bReplicates
Actor.bCanBeInCluster
Actor.bAllowReceiveTickEventOnDedicatedServer
Actor.bActorEnableCollision
Actor.bActorIsBeingDestroyed
Actor.RemoteRole
Actor.ReplicatedMovement
Actor.InitialLifeSpan
Actor.CustomTimeDilation
Actor.AttachmentReplication
Actor.Owner
Actor.NetDriverName
Actor.Role
Actor.NetDormancy
Actor.AutoReceiveInput
Actor.InputPriority
Actor.InputComponent
Actor.NetCullDistanceSquared
Actor.NetTag
Actor.NetUpdateFrequency
Actor.MinNetUpdateFrequency
Actor.NetPriority
Actor.Instigator
Actor.Children
Actor.RootComponent
Actor.PivotOffset
Actor.ControllingMatineeActors
Actor.GroupActor
Actor.SpriteScale
Actor.FolderPath
Actor.bHiddenEd
Actor.bIsEditorPreviewActor
Actor.bHiddenEdLayer
Actor.bHiddenEdLevel
Actor.bLockLocation
Actor.bActorLabelEditable
Actor.bEditable
Actor.bListedInSceneOutliner
Actor.bHiddenEdTemporary
Actor.InstanceComponents
Actor.BlueprintCreatedComponents
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class MatineeActor : Actor

Properties

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bClientSideOnly

Declaration
public bool bClientSideOnly { get; set; }
Property Value
Type Description
System.Boolean
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bDisableLookAtInput

Declaration
public bool bDisableLookAtInput { get; set; }
Property Value
Type Description
System.Boolean
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bDisableMovementInput

Declaration
public bool bDisableMovementInput { get; set; }
Property Value
Type Description
System.Boolean
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bDisableRadioFilter

Declaration
public bool bDisableRadioFilter { get; set; }
Property Value
Type Description
System.Boolean
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bForceStartPos

Declaration
public bool bForceStartPos { get; set; }
Property Value
Type Description
System.Boolean
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bHideHud

Declaration
public bool bHideHud { get; set; }
Property Value
Type Description
System.Boolean
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bHidePlayer

Declaration
public bool bHidePlayer { get; set; }
Property Value
Type Description
System.Boolean
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bIsBeingEdited

Declaration
public bool bIsBeingEdited { get; set; }
Property Value
Type Description
System.Boolean
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bIsPlaying

Declaration
public bool bIsPlaying { get; }
Property Value
Type Description
System.Boolean
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bIsScrubbing

Declaration
public bool bIsScrubbing { get; set; }
Property Value
Type Description
System.Boolean
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bIsSkippable

Declaration
public bool bIsSkippable { get; set; }
Property Value
Type Description
System.Boolean
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bLooping

Declaration
public bool bLooping { get; set; }
Property Value
Type Description
System.Boolean
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bNoResetOnRewind

Declaration
public bool bNoResetOnRewind { get; set; }
Property Value
Type Description
System.Boolean
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bPaused

Declaration
public bool bPaused { get; set; }
Property Value
Type Description
System.Boolean
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bPendingStop

Declaration
public bool bPendingStop { get; set; }
Property Value
Type Description
System.Boolean
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bPlayOnLevelLoad

Declaration
public bool bPlayOnLevelLoad { get; set; }
Property Value
Type Description
System.Boolean
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bReversePlayback

Declaration
public bool bReversePlayback { get; set; }
Property Value
Type Description
System.Boolean
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bRewindIfAlreadyPlaying

Declaration
public bool bRewindIfAlreadyPlaying { get; set; }
Property Value
Type Description
System.Boolean
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bRewindOnPlay

Declaration
public bool bRewindOnPlay { get; set; }
Property Value
Type Description
System.Boolean
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bShouldShowGore

Declaration
public bool bShouldShowGore { get; set; }
Property Value
Type Description
System.Boolean
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bSkipUpdateIfNotVisible

Declaration
public bool bSkipUpdateIfNotVisible { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static MatineeActor DefaultObject { get; }
Property Value
Type Description
MatineeActor
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ForceStartPosition

Time position to always start at if bForceStartPos is set to true.

Declaration
public float ForceStartPosition { get; set; }
Property Value
Type Description
System.Single
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GroupInst

Instance data for interp groups. One for each variable/group combination.

Declaration
public ObjectArrayField<InterpGroupInst> GroupInst { get; }
Property Value
Type Description
ObjectArrayField<InterpGroupInst>
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InterpPosition

Interp Position

Declaration
public float InterpPosition { get; }
Property Value
Type Description
System.Single
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MatineeControllerName

Name of controller node in level script, used to know what function to try and find for events

Declaration
public Name MatineeControllerName { get; set; }
Property Value
Type Description
Name
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MatineeData

The matinee data used by this actor

Declaration
public InterpData MatineeData { get; set; }
Property Value
Type Description
InterpData
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PlayRate

Time multiplier for playback.

Declaration
public float PlayRate { get; set; }
Property Value
Type Description
System.Single
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PreferredSplitScreenNum

Preferred local viewport number (when split screen is active) the director track should associate with, or zero for 'all'.

Declaration
public int PreferredSplitScreenNum { get; set; }
Property Value
Type Description
System.Int32
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ReplicationForceIsPlaying

Counter to indicate that play count has changed. Used to work around single frames that go from play-stop-play where bIsPlaying won't get replicated.

Declaration
public byte ReplicationForceIsPlaying { get; set; }
Property Value
Type Description
System.Byte
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SpriteComponent

Sprite Component

Declaration
public BillboardComponent SpriteComponent { get; set; }
Property Value
Type Description
BillboardComponent
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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ChangePlaybackDirection()

Changes the direction of playback (go in reverse if it was going forward, or vice versa)

Declaration
public void ChangePlaybackDirection()
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EnableGroupByName(String, Boolean)

Enable Group by Name

Declaration
public void EnableGroupByName(string GroupName, bool bEnable)
Parameters
Type Name Description
System.String GroupName
System.Boolean bEnable
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New(UObject, Name)

Spawn an object of this class

Declaration
public static MatineeActor New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
MatineeActor
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Pause()

Hold playback at its current position. Calling Pause again will continue playback in its current direction.

Declaration
public void Pause()
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Play()

Begin playback of the matinee.

Declaration
public void Play()
Remarks

Only called in game. Will then advance Position by (PlayRate * Deltatime) each time the matinee is ticked.

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Reverse()

Similar to play, but the playback will go backwards until the beginning of the sequence is reached.

Declaration
public void Reverse()
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SetLoopingState(Boolean)

Change the looping behaviour of this matinee

Declaration
public void SetLoopingState(bool bNewLooping)
Parameters
Type Name Description
System.Boolean bNewLooping
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SetPosition(Single, Boolean)

Set the position of the interpolation.

Declaration
public void SetPosition(float NewPosition, bool bJump)
Parameters
Type Name Description
System.Single NewPosition
System.Boolean bJump
Remarks

@note if the interpolation is not currently active, this function doesn't send any Kismet events @param NewPosition the new position to set the interpolation to @param bJump if true, teleport to the new position (don't trigger any events between the old and new positions, etc)

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Stop()

Stops playback at the current position

Declaration
public void Stop()

Operators

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Implicit(IntPtr to MatineeActor)

Convert from IntPtr to UObject

Declaration
public static implicit operator MatineeActor(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
MatineeActor
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