Show / Hide Table of Contents

Class MovieSceneCopyableBinding

Movie Scene Copyable Binding

Inheritance
System.Object
UObject
MovieSceneCopyableBinding
Inherited Members
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.Sequencer
Assembly: UE4DotNet.dll
Syntax
public class MovieSceneCopyableBinding : UObject

Properties

| Improve this Doc View Source

Binding

Binding

Declaration
public MovieSceneBinding Binding { get; set; }
Property Value
Type Description
MovieSceneBinding
| Improve this Doc View Source

DefaultObject

Get UE4 Default Object for this Class

Declaration
public static MovieSceneCopyableBinding DefaultObject { get; }
Property Value
Type Description
MovieSceneCopyableBinding
| Improve this Doc View Source

Possessable

Possessable

Declaration
public MovieScenePossessable Possessable { get; set; }
Property Value
Type Description
MovieScenePossessable
| Improve this Doc View Source

Spawnable

Spawnable

Declaration
public MovieSceneSpawnable Spawnable { get; set; }
Property Value
Type Description
MovieSceneSpawnable
| Improve this Doc View Source

SpawnableObjectTemplate

Spawnables need to know about their Object Template but we cannot rely on automatic serialization due to the object template belonging to the Movie Scene (it gets serialized as a reference).

Declaration
public UObject SpawnableObjectTemplate { get; set; }
Property Value
Type Description
UObject
Remarks

Instead we manually serialize the object so that we can duplicate it into a new object (which is stored in this variable) but we don't want this exported with the rest of the text as it'll fall back to the same reference issue. Marking this as TextExportTransient solves this.

| Improve this Doc View Source

StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
| Improve this Doc View Source

Tracks

Tracks are also owned by the owning Movie Sequence.

Declaration
public ObjectArrayField<MovieSceneTrack> Tracks { get; }
Property Value
Type Description
ObjectArrayField<MovieSceneTrack>
Remarks

We manually copy the tracks out of a binding when we copy, because the binding stores them as a reference to a privately owned object. We store these copied tracks here, and then restore them upon paste to re-create the tracks with the correct owner.

Methods

| Improve this Doc View Source

New(UObject, Name)

Spawn an object of this class

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

Operators

| Improve this Doc View Source

Implicit(IntPtr to MovieSceneCopyableBinding)

Convert from IntPtr to UObject

Declaration
public static implicit operator MovieSceneCopyableBinding(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
MovieSceneCopyableBinding
  • Improve this Doc
  • View Source
Back to top Generated by DocFX