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AMatineeActor

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Inheritance Hierarchy

Syntax

class AMatineeActor : public AActor

Variables

Name Description

Public variable

uint32 : 1

 

bClientSideOnly

Indicates that this interpolation does not affect gameplay.

Public variable

uint32 : 1

 

bDisableLookAtInput

Disable LookAt Input from player during play

Public variable

uint32 : 1

 

bDisableMovementInput

Disable Input from player during play

Public variable

uint32 : 1

 

bDisableRadioFilter

If true, disables the realtime radio effect

Public variable

uint32 : 1

 

bForceStartPos

Lets you force the sequence to always start at ForceStartPosition

Public variable

uint32 : 1

 

bHideHud

Hide HUD during play

Public variable

uint32 : 1

 

bHidePlayer

Hide Player Pawn during play

Public variable

uint32 : 1

 

bIsBeingEdited

Public variable

uint32 : 1

 

bIsPlaying

WITH_EDITORONLY_DATA.

Public variable

uint32 : 1

 

bIsScrubbing

Set by the editor when scrubbing data

Public variable

uint32 : 1

 

bIsSkippable

Lets you skip the matinee with the CANCELMATINEE exec command.

Public variable

uint32 : 1

 

bLooping

If sequence should pop back to beginning when finished.

Public variable

uint32 : 1

 

bNoResetOnRewind

If true, when rewinding this interpolation, reset the 'initial positions' of any RelateToInitial movements to the current location.

Public variable

uint32 : 1

 

bPaused

Public variable

uint32 : 1

 

bPendingStop

The below property is deprecated and will be removed in 4.9.

Public variable

uint32 : 1

 

bPlayOnLevelLoad

If true, the matinee will play when the level is loaded.

Public variable

uint32 : 1

 

bReversePlayback

Public variable

uint32 : 1

 

bRewindIfAlreadyPlaying

Only used if bRewindOnPlay if true.

Public variable

uint32 : 1

 

bRewindOnPlay

If true, sequence will rewind itself back to the start each time the Play input is activated.

Public variable

uint32 : 1

 

bShouldShowGore

Cached value that indicates whether or not gore was enabled when the sequence was started

Public variable

uint32 : 1

 

bSkipUpdateIfNotVisible

If bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible

Public variable

TArray < struct ...

 

CameraCuts

Contains the camera world-position for each camera cut in the cinematic.

Public variable

float

 

ClientSidePositionErrorTolerance

This is just optimization flag to skip checking it again.

Public variable

float

 

ForceStartPosition

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

Public variable

TArray < struct ...

 

GroupActorInfos

Public variable

TArray < class U ...

 

GroupInst

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

Public variable

float

 

InterpPosition

Public variable

FName

 

MatineeControllerName

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

Public variable

UInterpData ...

 

MatineeData

The matinee data used by this actor

Public variable

FOnMatineeEvent

 

OnPause

Event triggered when the matinee is paused for whatever reason

Public variable

FOnMatineeEvent

 

OnPlay

Event triggered when the matinee is played for whatever reason

Public variable

FOnMatineeEvent

 

OnStop

Event triggered when the matinee is stopped for whatever reason

Public variable

float

 

PlayRate

Time multiplier for playback.

Public variable

int32

 

PreferredSplitScreenNum

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

Protected variable

FTimerHandle

 

TimerHandle_CheckPriorityRefresh

Handle for efficient management of CheckPriorityRefresh timer

Constructors

Name Description

Public function

AMatineeActor

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function

void

 

AddPlayerToDirectorTracks

(
    APlayerController * PC
)

Public function Virtual

void

 

ChangePlaybackDirection()

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

Public function Virtual

void

 

CheckPriorityRefresh()

Check if we should perform a network positional update of this matinee to make sure it's in sync even if it hasn't had significant changes because it's really important (e.g. a player is standing on it or being controlled by it)

Public function

void

 

CleanUp()

Called when the level that contains this sequence object is being removed/unloaded

Public function

void

 

ConditionallySaveActorState

(
    UInterpGroupInst * GroupInst,
    AActor * AActor
)

Conditionally save state for the specified actor and its children

Public function

void

 

DeleteActorGroupInfo

(
    UInterpGroup * Group,
    AActor * ActorToDelete
)

Delete Group Actors

Public function

void

 

DeleteGroupinfo

(
    UInterpGroup * GroupToDelete
)

Rename groupinfo

Public function

void

 

DisableRadioFilterIfNeeded()

Disable the radio filter effect if "Disable Radio Filter" is checked.

Public function

void

 

EnableCinematicMode

(
    bool bEnable
)

Enable Cinematic Mode

Public function

void

 

EnableGroupByName

(
    FString GroupName,
    bool bEnable
)

WITH_EDITOR.

Public function

void

 

EnableRadioFilter()

Enable the radio filter

Public function

void

 

EnsureActorGroupConsistency()

WITH_EDITOR.

Public function

UInterpGroup ...

 

FindFirstGroupInst

(
    UInterpGroup * InGroup
)

Find the first group instance based on the given UInterpGroup .

Public function

UInterpGroup ...

 

FindFirstGroupInstByName

(
    const FString & InGroupName
)

Find the first group instance based on the UInterpGroup with the given name.

Public function

UInterpGroup ...

 

FindGroupInst

(
    const AActor * InActor
)

A group instance referring to the supplied Actor. Returns NULL if no group can be found.

Public function

AActor *

 

FindViewedActor()

If there is DirectorGroup, use it to find the viewed group at the current position, then the first instance of that group, and the AActor it is bound to.

Public function

void

 

GetAffectedActors

(
    TArray < AActor * >& OutActors,
    bool bMovementTrackOnly
)

Get all Actors currently being used on by this Matinee actor.

Public function

void

 

GetControlledActors

(
    TArray < AActor * >& OutActors
)

Get all actors controlled by this matinee.

Public function

FName

 

GetFunctionNameForEvent

(
    FName EventName,
    bool bUseCustomEventName
)

Util to get the name of the function to find for the given event name

Public function

UBillboardCo ...

 

GetSpriteComponent()

Returns SpriteComponent subobject

Public function Static

bool

 

IgnoreActorSelection()

Should we ignore internal matinee actor selection?

Public function

void

 

InitGroupActorForGroup

(
    UInterpGroup * InGroup,
    AActor * GroupActor
)

Set up the group actor for the specified UInterpGroup .

Public function

void

 

InitInterp()

For each InterGroup/Actor combination, create a UInterpGroupInst , assign AActor and initialise each track.

Public function

bool

 

IsMatineeCompatibleWithPlayer

(
    APlayerController * InPC
)

Check to see if this Matinee should be associated with the specified player.

Public function

EActorAddWar ...

 

IsValidActorToAdd

(
    const AActor * NewActor
)

Return if this actor is valid to add

Public function Virtual

void

 

NotifyEventTriggered

(
    FName EventName,
    float EventTime,
    bool bUseCustomEventName
)

Try to invoke the event with the given name in the level script

Public function

void

 

OnObjectsReplaced

(
    const TMap < UObject *, UObject ...
)

Fix up our references to any objects that have been replaced (e.g. through blueprint compiling)

Public function Virtual

void

 

Pause()

Hold playback at its current position.

Public function Virtual

void

 

Play()

Begin playback of the matinee.

Public function Static

void

 

PopIgnoreActorSelection()

Decrement the count to ignore internal matinee actor selection

Public function Static

void

 

PushIgnoreActorSelection()

Increment the count to ignore internal matinee actor selection

Public function

void

 

RecaptureActorState()

Store the current scrub position, restores all saved actor transforms, then saves off the transforms for actors referenced (directly or indirectly) by group instances, and finally restores the scrub position.

Public function

void

 

ReplaceActorGroupInfo

(
    UInterpGroup * Group,
    AActor * OldActor,
    AActor * NewActor
)

Replace Group Actors

Public function

void

 

RestoreActorTransforms()

Apply the saved locations and rotations to all saved actors.

Public function

void

 

RestoreActorVisibilities()

Apply the saved visibility state for all saved actors

Public function Virtual

void

 

Reverse()

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

Public function

void

 

SaveActorTransforms

(
    AActor * AActor
)

Add the specified actor and any actors attached to it to the list of saved actor transforms.

Public function

void

 

SaveActorVisibility

(
    AActor * AActor
)

Save whether or not the passed in actor is hidden so we can restore it later

Public function Virtual

void

 

SetLoopingState

(
    bool bNewLooping
)

Change the looping behaviour of this matinee

Public function

void

 

SetPosition

(
    float NewPosition,
    bool bJump
)

Set the position of the interpolation.

Public function

void

 

SetupCameraCuts()

Scan the matinee data for camera cuts and sets up the CameraCut array.

Public function

void

 

StepInterp

(
    float DeltaTime,
    bool bPreview
)

WITH_EDITOR.

Public function Virtual

void

 

Stop()

Stops playback at the current position

Public function

void

 

TermInterp()

Destroy all UInterpGroupInst .

Public function

void

 

UpdateInterp

(
    float NewPosition,
    bool bPreview,
    bool bJump
)

Move interpolation to new position and iterate over each track updating any properties.

Public function

void

 

UpdateInterpForParentMovementTracks

(
    float Time,
    UInterpGroupInst * ViewGroupIns...
)

Used when setting up the camera cuts to make sure the parent is updated.

Public function Virtual

void

 

UpdateReplicatedData

(
    bool bIsBeginningPlay
)

Called by InterpAction when significant changes occur. Updates replicated data.

Public function

void

 

UpdateStreamingForCameraCuts

(
    float CurrentTime,
    bool bPreview
)

Update the streaming system with the camera locations for the upcoming camera cuts, so that it can start streaming in textures for those locations now.

Public function

void

 

ValidateActorGroups()

WITH_EDITOR.

Overridden from AActor

Name Description

Public function Virtual

void

 

ApplyWorldOffset

(
    const FVector & InOffset,
    bool bWorldShift
)

Relations.

Protected function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

WITH_EDITOR.

Public function Virtual

float

 

GetNetPriority

(
    const FVector & ViewPos,
    const FVector & ViewDir,
    AActor * Viewer,
    AActor * ViewTarget,
    UActorChannel * InChannel,
    float Time,
    bool bLowBandwidth
)

WITH_EDITOR.

Public function Virtual

bool

 

GetReferencedContentObjects

(
    TArray < UObject * >& Objects
)

Used by the "Sync to Content Browser" right-click menu option in the editor.

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Overridden from UObject

Name Description

Public function Virtual

bool

 

CanEditChange

(
    const UProperty * InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

void

 

GetLifetimeReplicatedProps

(
    TArray < FLifetimeProperty >& OutLi...
)

============================================================================= Replication.cpp: Engine actor replication implementation

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object, and immediately after any undo/redo.

Public function Virtual

void

 

PostNetReceive()

Always called immediately after properties are received from the remote.

Public function Virtual

void

 

PreNetReceive()

Always called immediately before properties are received from the remote.

Enums

Name

Description

Public enum

EActorAddWarningType

WITH_EDITORONLY_DATA.

Constants

Name

Description

IgnoreActorSelectionCount

Special flag to ignore internal matinee actor selection

References

Module

Engine

Header

Runtime/Engine/Classes/Matinee/MatineeActor.h