unreal.MovieSceneSequencePlaybackSettings
¶
- class unreal.MovieSceneSequencePlaybackSettings(auto_play: bool = False, loop_count: MovieSceneSequenceLoopCount = Ellipsis, play_rate: float = 0.0, start_time: float = 0.0, random_start_time: bool = False, disable_movement_input: bool = False, disable_look_at_input: bool = False, hide_player: bool = False, hide_hud: bool = False, disable_camera_cuts: bool = False, finish_completion_state_override: MovieSceneCompletionModeOverride = Ellipsis, pause_at_end: bool = False)¶
Bases:
StructBase
Settings for the level sequence player actor.
C++ Source:
Module: MovieScene
File: MovieSceneSequencePlaybackSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_play
(bool): [Read-Write] Auto-play the sequence when createddisable_camera_cuts
(bool): [Read-Write] Disable camera cutsdisable_look_at_input
(bool): [Read-Write] Disable LookAt Input from player during playdisable_movement_input
(bool): [Read-Write] Disable Input from player during playdynamic_weighting
(bool): [Read-Write] Whether to enable dynamic weighting on this player or notfinish_completion_state_override
(MovieSceneCompletionModeOverride): [Read-Write] If set to something other than none, when a sequence ends, the completion mode of any track sections still active will be overriddenby the chosen value, either keep state or restore state. Otherwise, completion mode will be determined by each track section.
Note that any track sections that finish before the end of a sequence will have their completion mode determined by the section settings rather than this override.
hide_hud
(bool): [Read-Write] Hide HUD during playhide_player
(bool): [Read-Write] Hide Player Pawn during playinherit_tick_interval_from_owner
(bool): [Read-Write] When checked, a custom tick interval can be provided to define how often to update this sequenceloop_count
(MovieSceneSequenceLoopCount): [Read-Write] Number of times to loop playback. -1 for infinite, else the number of times to loop before stoppingpause_at_end
(bool): [Read-Write] Pause the sequence when playback reaches the end rather than stopping itplay_rate
(float): [Read-Write] The rate at which to playback the animationrandom_start_time
(bool): [Read-Write] Start playback at a random timerestore_state
(bool): [Read-Write] Flag used to specify whether actor states should be restored on stop. This has been deprecated in favor of FinishCompletionStateOverride. deprecated: Use Settings.FinishCompletionStateOverride insteadstart_time
(float): [Read-Write] Start playback at the specified offset from the start of the sequence’s playback rangetick_interval
(MovieSceneSequenceTickInterval): [Read-Write] Overridable tick interval for this sequence to update at. When not overridden, the owning actor or component’s tick interval will be used
- property disable_look_at_input: bool¶
[Read-Write] Disable LookAt Input from player during play
- Type:
(bool)
- property disable_movement_input: bool¶
[Read-Write] Disable Input from player during play
- Type:
(bool)
- property finish_completion_state_override: MovieSceneCompletionModeOverride¶
[Read-Write] If set to something other than none, when a sequence ends, the completion mode of any track sections still active will be overridden * by the chosen value, either keep state or restore state. Otherwise, completion mode will be determined by each track section. * Note that any track sections that finish before the end of a sequence will have their completion mode determined by the section settings rather than this override.
- Type:
- property loop_count: MovieSceneSequenceLoopCount¶
[Read-Write] Number of times to loop playback. -1 for infinite, else the number of times to loop before stopping
- Type:
- property pause_at_end: bool¶
[Read-Write] Pause the sequence when playback reaches the end rather than stopping it
- Type:
(bool)