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Class LevelSequenceActor

Actor responsible for controlling a specific level sequence in the world.

Inheritance
System.Object
UObject
Actor
LevelSequenceActor
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.LevelSequence
Assembly: UE4DotNet.dll
Syntax
public class LevelSequenceActor : Actor

Properties

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AdditionalEventReceivers

Additional Event Receivers

Declaration
public ObjectArrayField<Actor> AdditionalEventReceivers { get; }
Property Value
Type Description
ObjectArrayField<Actor>
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bAutoPlay

Declaration
public bool bAutoPlay { get; }
Property Value
Type Description
System.Boolean
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BindingOverrides

Mapping of actors to override the sequence bindings with

Declaration
public MovieSceneBindingOverrides BindingOverrides { get; }
Property Value
Type Description
MovieSceneBindingOverrides
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bOverrideInstanceData

Declaration
public bool bOverrideInstanceData { get; }
Property Value
Type Description
System.Boolean
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BurnInInstance

Burn-in widget

Declaration
public LevelSequenceBurnIn BurnInInstance { get; set; }
Property Value
Type Description
LevelSequenceBurnIn
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BurnInOptions

Burn in Options

Declaration
public LevelSequenceBurnInOptions BurnInOptions { get; }
Property Value
Type Description
LevelSequenceBurnInOptions
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DefaultInstanceData

Instance data that can be used to dynamically control sequence evaluation at runtime

Declaration
public UObject DefaultInstanceData { get; set; }
Property Value
Type Description
UObject
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static LevelSequenceActor DefaultObject { get; }
Property Value
Type Description
LevelSequenceActor
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LevelSequence

Level Sequence

Declaration
public SoftObjectPath LevelSequence { get; }
Property Value
Type Description
SoftObjectPath
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PlaybackSettings

Playback Settings

Declaration
public MovieSceneSequencePlaybackSettings PlaybackSettings { get; }
Property Value
Type Description
MovieSceneSequencePlaybackSettings
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SequencePlayer

Sequence Player

Declaration
public LevelSequencePlayer SequencePlayer { get; }
Property Value
Type Description
LevelSequencePlayer
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StaticClass

Get UE4 Class

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

Methods

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AddBinding(MovieSceneObjectBindingID, Actor, Boolean)

Adds the specified actor to the overridden bindings for the specified binding ID, optionally still allowing the bindings defined in the Level Sequence asset @

Declaration
public void AddBinding(MovieSceneObjectBindingID Binding, Actor Actor, bool bAllowBindingsFromAsset)
Parameters
Type Name Description
MovieSceneObjectBindingID Binding
Actor Actor
System.Boolean bAllowBindingsFromAsset
Remarks

param Binding Binding to modify @param Actor Actor to bind @param bAllowBindingsFromAsset Allow bindings from the level sequence asset

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GetSequence(Boolean, Boolean)

Get the level sequence being played by this actor.

Declaration
public LevelSequence GetSequence(bool bLoad, bool bInitializePlayer)
Parameters
Type Name Description
System.Boolean bLoad
System.Boolean bInitializePlayer
Returns
Type Description
LevelSequence
Remarks

@param bLoad Whether to load the sequence object if it is not already in memory. @param bInitializePlayer Whether to initialize the player when the sequence has been loaded. @return Level sequence, or nullptr if not assigned or if it cannot be loaded. @see SetSequence

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New(UObject, Name)

Spawn an object of this class

Declaration
public static LevelSequenceActor New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
LevelSequenceActor
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RemoveBinding(MovieSceneObjectBindingID, Actor)

Removes the specified actor from the specified binding's actor array

Declaration
public void RemoveBinding(MovieSceneObjectBindingID Binding, Actor Actor)
Parameters
Type Name Description
MovieSceneObjectBindingID Binding
Actor Actor
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ResetBinding(MovieSceneObjectBindingID)

Resets the specified binding back to the defaults defined by the Level Sequence asset

Declaration
public void ResetBinding(MovieSceneObjectBindingID Binding)
Parameters
Type Name Description
MovieSceneObjectBindingID Binding
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ResetBindings()

Resets all overridden bindings back to the defaults defined by the Level Sequence asset

Declaration
public void ResetBindings()
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SetBinding(MovieSceneObjectBindingID, Byte, Boolean)

Overrides the specified binding with the specified actors, optionally still allowing the bindings defined in the Level Sequence asset @

Declaration
public void SetBinding(MovieSceneObjectBindingID Binding, byte Actors, bool bAllowBindingsFromAsset)
Parameters
Type Name Description
MovieSceneObjectBindingID Binding
System.Byte Actors
System.Boolean bAllowBindingsFromAsset
Remarks

param Binding Binding to modify @param Actors Actors to bind @param bAllowBindingsFromAsset Allow bindings from the level sequence asset

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SetEventReceivers(Byte)

Set an array of additional actors that will receive events triggerd from this sequence actor @

Declaration
public void SetEventReceivers(byte AdditionalReceivers)
Parameters
Type Name Description
System.Byte AdditionalReceivers
Remarks

param AdditionalReceivers An array of actors to receive events

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SetSequence(LevelSequence)

Set the level sequence being played by this actor.

Declaration
public void SetSequence(LevelSequence InSequence)
Parameters
Type Name Description
LevelSequence InSequence
Remarks

@param InSequence The sequence object to set. @see GetSequence

Operators

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Implicit(IntPtr to LevelSequenceActor)

Convert from IntPtr to UObject

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