UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
LevelSequenceShotMetaDataLibrary.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
7#include "LevelSequenceShotMetaDataLibrary.generated.h"
8
9#define UE_API LEVELSEQUENCE_API
10
11class ULevelSequence;
12struct FAssetData;
13
18UCLASS(MinimalAPI)
20{
22public:
23
28 UFUNCTION(BlueprintPure, Category = "Level Sequence")
29 static UE_API bool GetIsNoGood(const ULevelSequence* InLevelSequence, bool& bOutNoGood);
34 UFUNCTION(BlueprintPure, Category = "Level Sequence")
35 static UE_API bool GetIsFlagged(const ULevelSequence* InLevelSequence, bool& bOutIsFlagged);
40 UFUNCTION(BlueprintPure, Category = "Level Sequence")
41 static UE_API bool GetIsRecorded(const ULevelSequence* InLevelSequence, bool& bOutIsRecorded);
46 UFUNCTION(BlueprintPure, Category = "Level Sequence")
47 static UE_API bool GetIsSubSequence(const ULevelSequence* InLevelSequence, bool& bOutIsSubSequence);
52 UFUNCTION(BlueprintPure, Category = "Level Sequence")
53 static UE_API bool GetFavoriteRating(const ULevelSequence* InLevelSequence, int32& OutFavoriteRating);
54
56 UFUNCTION(BlueprintPure, Category = "Level Sequence")
57 static UE_API bool HasIsNoGood(const ULevelSequence* InLevelSequence);
59 UFUNCTION(BlueprintPure, Category = "Level Sequence")
60 static UE_API bool HasIsFlagged(const ULevelSequence* InLevelSequence);
62 UFUNCTION(BlueprintPure, Category = "Level Sequence")
63 static UE_API bool HasIsRecorded(const ULevelSequence* InLevelSequence);
65 UFUNCTION(BlueprintPure, Category = "Level Sequence")
66 static UE_API bool HasIsSubSequence(const ULevelSequence* InLevelSequence);
68 UFUNCTION(BlueprintPure, Category = "Level Sequence")
69 static UE_API bool HasFavoriteRating(const ULevelSequence* InLevelSequence);
70
72 UFUNCTION(BlueprintCallable, Category = "Level Sequence")
73 static UE_API void SetIsNoGood(ULevelSequence* InLevelSequence, bool bInIsNoGood);
75 UFUNCTION(BlueprintCallable, Category = "Level Sequence")
76 static UE_API void SetIsFlagged(ULevelSequence* InLevelSequence, bool bInIsFlagged);
78 UFUNCTION(BlueprintCallable, Category = "Level Sequence")
79 static UE_API void SetIsRecorded(ULevelSequence* InLevelSequence, bool bInIsRecorded);
81 UFUNCTION(BlueprintCallable, Category = "Level Sequence")
82 static UE_API void SetIsSubSequence(ULevelSequence* InLevelSequence, bool bInIsSubSequence);
84 UFUNCTION(BlueprintCallable, Category = "Level Sequence")
85 static UE_API void SetFavoriteRating(ULevelSequence* InLevelSequence, int32 InFavoriteRating);
86
88 UFUNCTION(BlueprintCallable, Category = "Level Sequence")
89 static UE_API void ClearIsNoGood(ULevelSequence* InLevelSequence);
91 UFUNCTION(BlueprintCallable, Category = "Level Sequence")
92 static UE_API void ClearIsFlagged(ULevelSequence* InLevelSequence);
94 UFUNCTION(BlueprintCallable, Category = "Level Sequence")
95 static UE_API void ClearIsRecorded(ULevelSequence* InLevelSequence);
97 UFUNCTION(BlueprintCallable, Category = "Level Sequence")
98 static UE_API void ClearIsSubSequence(ULevelSequence* InLevelSequence);
100 UFUNCTION(BlueprintCallable, Category = "Level Sequence")
101 static UE_API void ClearFavoriteRating(ULevelSequence* InLevelSequence);
102
104 UFUNCTION(BlueprintPure, Category = "Level Sequence")
105 static UE_API FName GetIsNoGoodAssetTag();
107 UFUNCTION(BlueprintPure, Category = "Level Sequence")
108 static UE_API FName GetIsFlaggedAssetTag();
110 UFUNCTION(BlueprintPure, Category = "Level Sequence")
111 static UE_API FName GetIsRecordedAssetTag();
113 UFUNCTION(BlueprintPure, Category = "Level Sequence")
114 static UE_API FName GetIsSubSequenceAssetTag();
116 UFUNCTION(BlueprintPure, Category = "Level Sequence")
117 static UE_API FName GetFavoriteRatingAssetTag();
118
123 UFUNCTION(BlueprintPure, Category = "Level Sequence")
124 static UE_API bool GetIsNoGoodByAssetData(const FAssetData& InAssetData, bool& bOutNoGood);
129 UFUNCTION(BlueprintPure, Category = "Level Sequence")
130 static UE_API bool GetIsFlaggedByAssetData(const FAssetData& InAssetData, bool& bOutIsFlagged);
135 UFUNCTION(BlueprintPure, Category = "Level Sequence")
136 static UE_API bool GetIsRecordedByAssetData(const FAssetData& InAssetData, bool& bOutIsRecorded);
141 UFUNCTION(BlueprintPure, Category = "Level Sequence")
142 static UE_API bool GetIsSubSequenceByAssetData(const FAssetData& InAssetData, bool& bOutIsSubSequence);
147 UFUNCTION(BlueprintPure, Category = "Level Sequence")
148 static UE_API bool GetFavoriteRatingByAssetData(const FAssetData& InAssetData, int32& OutFavoriteRating);
149
151 UFUNCTION(BlueprintPure, Category = "Level Sequence")
152 static UE_API bool HasIsNoGoodByAssetData(const FAssetData& InAssetData);
154 UFUNCTION(BlueprintPure, Category = "Level Sequence")
155 static UE_API bool HasIsFlaggedByAssetData(const FAssetData& InAssetData);
157 UFUNCTION(BlueprintPure, Category = "Level Sequence")
158 static UE_API bool HasIsRecordedByAssetData(const FAssetData& InAssetData);
160 UFUNCTION(BlueprintPure, Category = "Level Sequence")
161 static UE_API bool HasIsSubSequenceByAssetData(const FAssetData& InAssetData);
163 UFUNCTION(BlueprintPure, Category = "Level Sequence")
164 static UE_API bool HasFavoriteRatingByAssetData(const FAssetData& InAssetData);
165};
166
167#undef UE_API
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UE_API
Definition LevelSequenceShotMetaDataLibrary.h:9
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define UFUNCTION(...)
Definition ObjectMacros.h:745
#define UCLASS(...)
Definition ObjectMacros.h:776
Definition NameTypes.h:617
Definition BlueprintFunctionLibrary.h:16
Definition LevelSequenceShotMetaDataLibrary.h:20
Definition LevelSequence.h:26
Definition AssetData.h:162