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Class ImgMediaSource

Media source for EXR image sequences.

Inheritance
System.Object
UObject
MediaSource
BaseMediaSource
ImgMediaSource
Inherited Members
BaseMediaSource.PlayerName
MediaSource.GetUrl()
MediaSource.Validate()
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.ImgMedia
Assembly: UE4DotNet.dll
Syntax
public class ImgMediaSource : BaseMediaSource
Remarks

Image sequence media sources point to a directory that contains a series of image files in which each image represents a single frame of the sequence. BMP, EXR, PNG and JPG images are currently supported. EXR image sequences are optimized for performance. The first frame of an image sequence is used to determine the image dimensions (all formats) and frame rate (EXR only).

The image sequence directory may contain sub-directories, which are called 'proxies'. Proxies can be used to provide alternative media for playback during development and testing of a game. One common scenario is the use of low resolution versions of image sequence media on computers that are too slow or don't have enough storage to play the original high-res media.

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static ImgMediaSource DefaultObject { get; }
Property Value
Type Description
ImgMediaSource
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FrameRateOverride

Overrides the default frame rate stored in the image files (0/0 = do not override).

Declaration
public FrameRate FrameRateOverride { get; set; }
Property Value
Type Description
FrameRate
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SequencePath

The directory that contains the image sequence files.

Declaration
public DirectoryPath SequencePath { get; }
Property Value
Type Description
DirectoryPath
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StaticClass

Get UE4 Class

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

Methods

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GetProxies()

Get the names of available proxy directories.

Declaration
public IReadOnlyCollection<string> GetProxies()
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<System.String>
Remarks

@param OutProxies Will contain the names of available proxy directories, if any. @see GetSequencePath

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GetSequencePath()

Get the path to the image sequence directory to be played.

Declaration
public string GetSequencePath()
Returns
Type Description
System.String
Remarks

@return The file path. @see SetSequencePath

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New(UObject, Name)

Spawn an object of this class

Declaration
public static ImgMediaSource New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
ImgMediaSource
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SetSequencePath(String)

Set the path to the image sequence directory this source represents.

Declaration
public void SetSequencePath(string Path)
Parameters
Type Name Description
System.String Path
Remarks

@param Path The path to set. @see GetSequencePath

Operators

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Implicit(IntPtr to ImgMediaSource)

Convert from IntPtr to UObject

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