unreal.ReplaySubsystem

class unreal.ReplaySubsystem(outer: Object | None = None, name: Name | str = 'None')

Bases: GameInstanceSubsystem

Replay Subsystem

C++ Source:

  • Module: Engine

  • File: ReplaySubsystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • load_default_map_on_stop (bool): [Read-Write] Whether to reload the default map when StopReplay is called.

get_active_replay_name() str

Get current recording/playing replay name

Returns:

FString Name of relpay (session id, file name, etc)

Return type:

str

get_replay_current_time() float

Get current recording/playing replay time

Returns:

float Current recording/playback time in seconds

Return type:

float

is_playing() bool

Is Playing

Return type:

bool

is_recording() bool

Is Recording

Return type:

bool

request_checkpoint() None

Request a checkpoint write, if currently recording.