class unreal.LevelSequenceBurnIn(outer=None, name='None')

Bases: unreal.UserWidget

Base class for level sequence burn ins

C++ Source:

  • Module: LevelSequence
  • File: LevelSequenceBurnIn.h

Editor Properties: (see get_editor_property/set_editor_property)

  • clipping (WidgetClipping): [Read-Write] Controls how the clipping behavior of this widget. Normally content that overflows the bounds of the widget continues rendering. Enabling clipping prevents that overflowing content from being seen.

    NOTE: Elements in different clipping spaces can not be batched together, and so there is a performance cost to clipping. Do not enable clipping unless a panel actually needs to prevent content from showing up outside its bounds.

  • color_and_opacity (LinearColor): [Read-Write] The color and opacity of this widget. Tints all child widgets.

  • cursor (MouseCursor): [Read-Write] The cursor to show when the mouse is over the widget

  • flow_direction_preference (FlowDirectionPreference): [Read-Write] Allows you to set a new flow direction

  • foreground_color (SlateColor): [Read-Write] The foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.

  • frame_information (LevelSequencePlayerSnapshot): [Read-Write] Snapshot of frame information.

  • is_enabled (bool): [Read-Write] Sets whether this widget can be modified interactively by the user

  • is_focusable (bool): [Read-Write] Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to.

  • is_volatile (bool): [Read-Write] If true prevents the widget or its child’s geometry or layout information from being cached. If this widget changes every frame, but you want it to still be in an invalidation panel you should make it as volatile instead of invalidating it every frame, which would prevent the invalidation panel from actually ever caching anything.

  • level_sequence_actor (LevelSequenceActor): [Read-Write] The actor to get our burn in frames from

  • navigation (WidgetNavigation): [Read-Write] The navigation object for this widget is optionally created if the user has configured custom navigation rules for this widget in the widget designer. Those rules determine how navigation transitions can occur between widgets.

  • override_cursor (bool): [Read-Write] Override Cursor

  • padding (Margin): [Read-Write] The padding area around the content.

  • preview_background (Texture2D): [Read-Write] A preview background that you can use when designing the UI to get a sense of scale on the screen. Use a texture with a screenshot of your game in it, for example if you were designing a HUD.

  • priority (int32): [Read-Write] Priority

  • render_opacity (float): [Read-Write] The opacity of the widget

  • render_transform (WidgetTransform): [Read-Write] The render transform of the widget allows for arbitrary 2D transforms to be applied to the widget.

  • render_transform_pivot (Vector2D): [Read-Write] The render transform pivot controls the location about which transforms are applied. This value is a normalized coordinate about which things like rotations will occur.

  • slot (PanelSlot): [Read-Write] The parent slot of the UWidget. Allows us to easily inline edit the layout controlling this widget.

  • stop_action (bool): [Read-Write] Stop Action

  • tick_frequency (WidgetTickFrequency): [Read-Write] This widget is allowed to tick. If this is unchecked tick will never be called, animations will not play correctly, and latent actions will not execute. Uncheck this for performance reasons only

  • tool_tip_text (Text): [Read-Write] Tooltip text to show when the user hovers over the widget with the mouse

  • tool_tip_widget (Widget): [Read-Only] Tooltip widget to show when the user hovers over the widget with the mouse

  • visibility (SlateVisibility): [Read-Write] The visibility of the widget


(LevelSequencePlayerSnapshot) – [Read-Only] Snapshot of frame information.

get_settings_class() -> type(Class)

Get the settings class to use for this burn in

Return type:type(Class)

(LevelSequenceActor) – [Read-Only] The actor to get our burn in frames from

set_settings(settings) → None

Called when this burn in is receiving its settings

Parameters:settings (Object) –